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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.64 by root, Mon Feb 5 01:24:45 2007 UTC vs.
Revision 1.278 by root, Thu Nov 17 04:49:22 2016 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
23 */ 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25#include <cmath>
24 26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
29#include <tod.h> 31#include <tod.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35// these must be in the inventory before they can be applied
34#include <sounds.h>
35 36
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */ 37static const struct apply_types_inv_only : typeset
37#include <math.h>
38
39/**
40 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue.
42 */
43int
44should_director_abort (object *op, object *victim)
45{ 38{
46 int arch_flag, name_flag, race_flag; 39 apply_types_inv_only ()
47
48 /* Get flags to determine what of arch, name, and race should be checked.
49 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
50 * the next is the name flag, and the last is the race flag. Also note,
51 * if subtype is set to zero, that also goes to defaults of all affecting
52 * it. Examples:
53 * subtype 1: only arch
54 * subtype 3: arch or name
55 * subtype 5: arch or race
56 * subtype 7: all three
57 */
58 if (op->subtype)
59 { 40 {
60 arch_flag = (op->subtype & 1); 41 set (WEAPON);
61 name_flag = (op->subtype & 2); 42 set (ARMOUR);
62 race_flag = (op->subtype & 4); 43 set (BOOTS);
44 set (GLOVES);
45 set (AMULET);
46 set (GIRDLE);
47 set (BRACERS);
48 set (SHIELD);
49 set (HELMET);
50 set (RING);
51 set (CLOAK);
52 set (WAND);
53 set (ROD);
54 set (HORN);
55 set (SKILL);
56 set (SPELL);
57 set (BOW);
58 set (RANGED);
59 set (BUILDER);
60 set (SKILL_TOOL);
63 } 61 }
64 else 62} apply_types_inv_only;
63
64// these only make sense for the player
65
66static const struct apply_types_player_only : typeset
67{
68 apply_types_player_only ()
65 { 69 {
66 arch_flag = 1; 70 set (TRANSPORT);
67 name_flag = 1; 71 set (EXIT);
68 race_flag = 1; 72 set (BOOK);
73 set (SIGN);
74 set (BOOK);
75 set (SKILLSCROLL);
76 set (SPELLBOOK);
77 set (INSCRIBABLE);
78 set (TREASURE);
79 set (SAVEBED);
80 set (ARMOUR_IMPROVER);
81 set (WEAPON_IMPROVER);
82 set (CLOCK);
83 set (MENU);
84 set (LIGHTER); /* for lighting torches/lanterns/etc */
69 } 85 }
70 /* If the director has race set, only affect objects with a arch, 86} apply_types_player_only;
71 * name or race that matches. 87
72 */ 88// applying these _can_ be attempted, others cannot
73 if ((op->race) && 89// be applied at all. used by e.g. apply below.
74 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 90
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 91static const struct apply_types : typeset
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 92{
93 apply_types ()
94 : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only)
77 { 95 {
78 return 1; 96 set (T_HANDLE);
97 set (TRIGGER);
98 set (SCROLL);
99 set (POTION);
100 set (CLOSE_CON);
101 set (CONTAINER);
102 set (LAMP);
103 set (TORCH);
104 set (DRINK);
105 set (FOOD);
106 set (FLESH);
107 set (POISON);
108 set (POWER_CRYSTAL);
109 set (ITEM_TRANSFORMER);
79 } 110 }
80 /* If the director has slaying set, only affect objects where none 111} apply_types;
81 * of arch, name, or race match.
82 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race)))))
86 {
87 return 1;
88 }
89 return 0;
90}
91
92/**
93 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not.
96 */
97static int
98apply_id_altar (object *money, object *altar, object *pl)
99{
100 object *id, *marked;
101 int success = 0;
102
103 if (pl == NULL || pl->type != PLAYER)
104 return 0;
105
106 /* Check for MONEY type is a special hack - it prevents 'nothing needs
107 * identifying' from being printed out more than it needs to be.
108 */
109 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
110 return 0;
111
112 marked = find_marked_object (pl);
113 /* if the player has a marked item, identify that if it needs to be
114 * identified. IF it doesn't, then go through the player inventory.
115 */
116 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 {
118 if (operate_altar (altar, &money))
119 {
120 identify (marked);
121 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl));
122 if (marked->msg)
123 {
124 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
125 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
126 }
127 return money == NULL;
128 }
129 }
130
131 for (id = pl->inv; id; id = id->below)
132 {
133 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
134 {
135 if (operate_altar (altar, &money))
136 {
137 identify (id);
138 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl));
139 if (id->msg)
140 {
141 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
142 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
143 }
144 success = 1;
145 /* If no more money, might as well quit now */
146 if (money == NULL || !check_altar_sacrifice (altar, money))
147 break;
148 }
149 else
150 {
151 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
152 break;
153 }
154 }
155 }
156 if (!success)
157 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying");
158 return money == NULL;
159}
160
161/**
162 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
163 * matching item.
164 **/
165static void
166handle_apply_yield (object *tmp)
167{
168 const char *yield;
169
170 yield = get_ob_key_value (tmp, "on_use_yield");
171 if (yield != NULL)
172 {
173 object *drop = get_archetype (yield);
174
175 if (tmp->env)
176 {
177 drop = insert_ob_in_ob (drop, tmp->env);
178 if (tmp->env->type == PLAYER)
179 esrv_send_item (tmp->env, drop);
180 }
181 else
182 {
183 drop->x = tmp->x;
184 drop->y = tmp->y;
185 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
186 }
187 }
188}
189
190/**
191 * Handles applying a potion.
192 */
193int
194apply_potion (object *op, object *tmp)
195{
196 int got_one = 0, i;
197 object *force = 0, *floor = 0;
198
199 floor = GET_MAP_OB (op->map, op->x, op->y);
200
201 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
202 {
203 if (op->type == PLAYER)
204 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
205 CLEAR_FLAG (tmp, FLAG_APPLIED);
206 return 0;
207 }
208
209 if (op->type == PLAYER)
210 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
211 identify (tmp);
212
213 handle_apply_yield (tmp);
214
215 /* Potion of restoration - only for players */
216 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
217 {
218 object *depl;
219 archetype *at;
220
221 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
222 {
223 op->drain_stat ();
224 op->update_stats ();
225 decrease_ob (tmp);
226 return 1;
227 }
228
229 if (!(at = archetype::find (ARCH_DEPLETION)))
230 {
231 LOG (llevError, "Could not find archetype depletion\n");
232 return 0;
233 }
234 depl = present_arch_in_ob (at, op);
235
236 if (depl)
237 {
238 for (i = 0; i < NUM_STATS; i++)
239 if (get_attr_value (&depl->stats, i))
240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
241
242 depl->destroy ();
243 op->update_stats ();
244 }
245 else
246 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
247
248 decrease_ob (tmp);
249 return 1;
250 }
251
252 /* improvement potion - only for players */
253 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER)
254 {
255 for (i = 1; i < MIN (11, op->level); i++)
256 {
257 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
258 {
259 if (op->contr->levhp[i] != 1)
260 {
261 op->contr->levhp[i] = 1;
262 break;
263 }
264 if (op->contr->levsp[i] != 1)
265 {
266 op->contr->levsp[i] = 1;
267 break;
268 }
269 if (op->contr->levgrace[i] != 1)
270 {
271 op->contr->levgrace[i] = 1;
272 break;
273 }
274 }
275 else
276 {
277 if (op->contr->levhp[i] < 9)
278 {
279 op->contr->levhp[i] = 9;
280 break;
281 }
282 if (op->contr->levsp[i] < 6)
283 {
284 op->contr->levsp[i] = 6;
285 break;
286 }
287 if (op->contr->levgrace[i] < 3)
288 {
289 op->contr->levgrace[i] = 3;
290 break;
291 }
292 }
293 }
294
295 /* Just makes checking easier */
296 if (i < MIN (11, op->level))
297 got_one = 1;
298
299 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
300 {
301 if (got_one)
302 {
303 op->update_stats ();
304 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
305 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
306 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
307 }
308 else
309 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect");
310 }
311 else
312 { /* cursed potion */
313 if (got_one)
314 {
315 op->update_stats ();
316 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
317 }
318 else
319 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
320 }
321
322 decrease_ob (tmp);
323 return 1;
324 }
325
326
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328 * and heroism all fit into this category. Given the spell object code,
329 * there is no limit to the number of spells that potions can be cast,
330 * but direction is problematic to try and imbue fireball potions for example.
331 */
332 if (tmp->inv)
333 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 {
336 object *fball;
337
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
342 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
343 fball->x = op->x;
344 fball->y = op->y;
345 insert_ob_in_map (fball, op->map, NULL, 0);
346 }
347 else
348 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
349
350 decrease_ob (tmp);
351 /* if youre dead, no point in doing this... */
352 if (!QUERY_FLAG (op, FLAG_REMOVED))
353 op->update_stats ();
354 return 1;
355 }
356
357 /* Deal with protection potions */
358 force = NULL;
359 for (i = 0; i < NROFATTACKS; i++)
360 {
361 if (tmp->resist[i])
362 {
363 if (!force)
364 force = get_archetype (FORCE_NAME);
365 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
366 force->type = POTION_EFFECT;
367 break; /* Only need to find one protection since we copy entire batch */
368 }
369 }
370 /* This is a protection potion */
371 if (force)
372 {
373 /* cursed items last longer */
374 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375 {
376 force->stats.food *= 10;
377 for (i = 0; i < NROFATTACKS; i++)
378 if (force->resist[i] > 0)
379 force->resist[i] = -force->resist[i]; /* prot => vuln */
380 }
381 force->speed_left = -1;
382 force = insert_ob_in_ob (force, op);
383 CLEAR_FLAG (tmp, FLAG_APPLIED);
384 SET_FLAG (force, FLAG_APPLIED);
385 change_abil (op, force);
386 decrease_ob (tmp);
387 return 1;
388 }
389
390 /* Only thing left are the stat potions */
391 if (op->type == PLAYER)
392 { /* only for players */
393 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
394 CLEAR_FLAG (tmp, FLAG_APPLIED);
395 else
396 SET_FLAG (tmp, FLAG_APPLIED);
397 if (!change_abil (op, tmp))
398 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened.");
399 }
400
401 /* CLEAR_FLAG is so that if the character has other potions
402 * that were grouped with the one consumed, his
403 * stat will not be raised by them. fix_player just clears
404 * up all the stats.
405 */
406 CLEAR_FLAG (tmp, FLAG_APPLIED);
407 op->update_stats ();
408 decrease_ob (tmp);
409 return 1;
410}
411 112
412/**************************************************************************** 113/****************************************************************************
413 * Weapon improvement code follows 114 * Weapon improvement code follows
414 ****************************************************************************/ 115 ****************************************************************************/
415 116
416/** 117/**
118 * This function just checks whether who can handle equipping an item
119 * with item_power.
120 */
121static bool
122check_item_power (object *who, int item_power)
123{
124 if (who->type == PLAYER
125 && item_power
126 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
127 return false;
128 else
129 return true;
130}
131
132/**
417 * This returns the sum of nrof of item (arch name). 133 * This returns the sum of nrof of item (arch name).
418 */ 134 */
419static int 135static int
420check_item (object *op, const char *item) 136check_item (object *op, shstr_cmp item)
421{ 137{
422 int count = 0; 138 int count = 0;
423 139
424 140 if (!item)
425 if (item == NULL)
426 return 0; 141 return 0;
427 op = op->below; 142
428 while (op != NULL) 143 for (op = op->below; op; op = op->below)
429 { 144 if (op->arch->archname == item)
430 if (strcmp (op->arch->name, item) == 0) 145 if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED]
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 146 && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID])
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 147 count += op->number_of ();
439 } 148
440 }
441 op = op->below;
442 }
443 return count; 149 return count;
444} 150}
445 151
446/** 152/**
447 * This removes 'nrof' of what item->slaying says to remove. 153 * This removes 'nrof' of what item->slaying says to remove.
448 * op is typically the player, which is only 154 * op is typically the player, which is only
449 * really used to determine what space to look at. 155 * really used to determine what space to look at.
450 * Modified to only eat 'nrof' of objects. 156 * Modified to only eat 'nrof' of objects.
451 */ 157 */
452static void 158static void
453eat_item (object *op, const char *item, uint32 nrof) 159eat_item (object *op, shstr_cmp item, uint32 nrof)
454{ 160{
455 object *prev; 161 object *prev;
456 162
457 prev = op; 163 prev = op;
458 op = op->below; 164 op = op->below;
459 165
460 while (op != NULL) 166 while (op)
461 { 167 {
462 if (strcmp (op->arch->name, item) == 0) 168 if (op->arch->archname == item)
463 { 169 {
464 if (op->nrof >= nrof) 170 if (op->nrof >= nrof)
465 { 171 {
466 decrease_ob_nr (op, nrof); 172 op->decrease (nrof);
467 return; 173 return;
468 } 174 }
469 else 175 else
470 { 176 {
471 decrease_ob_nr (op, op->nrof); 177 op->decrease (nrof);
472 nrof -= op->nrof; 178 nrof -= op->nrof;
473 } 179 }
180
474 op = prev; 181 op = prev;
475 } 182 }
183
476 prev = op; 184 prev = op;
477 op = op->below; 185 op = op->below;
478 } 186 }
479} 187}
480 188
481/** 189/**
482 * This checks to see of the player (who) is sufficient level to use a weapon
483 * with improvs improvements (typically last_eat). We take an int here
484 * instead of the object so that the improvement code can pass along the
485 * increased value to see if the object is usuable.
486 * we return 1 (true) if the player can use the weapon.
487 */
488static int
489check_weapon_power (const object *who, int improvs)
490{
491
492/* Old code is below (commented out). Basically, since weapons are the only
493 * object players really have any control to improve, it's a bit harsh to
494 * require high level in some combat skill, so we just use overall level.
495 */
496#if 1
497 if (((who->level / 5) + 5) >= improvs)
498 return 1;
499 else
500 return 0;
501
502#else
503 int level = 0;
504
505 /* The skill system hands out wc and dam bonuses to fighters
506 * more generously than the old system (see fix_player). Thus
507 * we need to curtail the power of player enchanted weapons.
508 * I changed this to 1 improvement per "fighter" level/5 -b.t.
509 * Note: Nothing should break by allowing this ratio to be different or
510 * using normal level - it is just a matter of play balance.
511 */
512 if (who->type == PLAYER)
513 {
514 object *wc_obj = NULL;
515
516 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
517 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
518 level = wc_obj->level;
519
520 if (!level)
521 {
522 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
523 level = who->level;
524 }
525 }
526 else
527 level = who->level;
528
529 return (improvs <= ((level / 5) + 5));
530#endif
531}
532
533/**
534 * Returns how many items of type improver->slaying there are under op. 190 * Returns how many items of type improver->slaying there are under op.
535 * Will display a message if none found, and 1 if improver->slaying is NULL. 191 * Will display a message if none found, and 1 if improver->slaying is NULL.
536 */ 192 */
537static int 193static int
538check_sacrifice (object *op, const object *improver) 194check_sacrifice (object *op, const object *improver)
539{ 195{
540 int count = 0; 196 int count = 0;
541 197
542 if (improver->slaying != NULL) 198 if (improver->slaying)
543 { 199 {
544 count = check_item (op, improver->slaying); 200 count = check_item (op, improver->slaying);
545 if (count < 1) 201 if (count < 1)
546 { 202 {
547 char buf[200];
548
549 sprintf (buf, "The gods want more %ss", &improver->slaying); 203 op->failmsgf ("The gods want more %ss", &improver->slaying);
550 new_draw_info (NDI_UNIQUE, 0, op, buf);
551 return 0; 204 return 0;
552 } 205 }
553 } 206 }
554 else 207 else
555 count = 1; 208 count = 1;
558} 211}
559 212
560/** 213/**
561 * Actually improves the weapon, and tells user. 214 * Actually improves the weapon, and tells user.
562 */ 215 */
563int 216static int
564improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 217improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
565{ 218{
566
567 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
568 *stat += sacrifice_count; 219 stat += sacrifice_count;
569 weapon->last_eat++; 220 weapon->last_eat++;
570 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 221 improver->decrease ();
571 decrease_ob (improver);
572 222
573 /* So it updates the players stats and the window */ 223 /* So it updates the players stats and the window */
574 op->update_stats (); 224 op->update_stats ();
225
226 op->statusmsg (format (
227 "Your sacrifice was accepted.\n"
228 "Weapon's bonus to %s improved by %d.",
229 statname, sacrifice_count
230 ));
231
575 return 1; 232 return 1;
576} 233}
577 234
578/* Types of improvements, hidden in the sp field. */ 235/* Types of improvements, hidden in the sp field. */
579#define IMPROVE_PREPARE 1 236#define IMPROVE_PREPARE 1
580#define IMPROVE_DAMAGE 2 237#define IMPROVE_DAMAGE 2
581#define IMPROVE_WEIGHT 3 238#define IMPROVE_WEIGHT 3
582#define IMPROVE_ENCHANT 4 239#define IMPROVE_ENCHANT 4
583#define IMPROVE_STR 5 240#define IMPROVE_STR 5
584#define IMPROVE_DEX 6 241#define IMPROVE_DEX 6
585#define IMPROVE_CON 7 242#define IMPROVE_CON 7
586#define IMPROVE_WIS 8 243#define IMPROVE_WIS 8
587#define IMPROVE_CHA 9 244#define IMPROVE_CHA 9
588#define IMPROVE_INT 10 245#define IMPROVE_INT 10
589#define IMPROVE_POW 11 246#define IMPROVE_POW 11
590
591 247
592/** 248/**
593 * This does the prepare weapon scroll. 249 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on. 250 * Checks for sacrifice, and so on.
595 */ 251 */
596 252static int
597int
598prepare_weapon (object *op, object *improver, object *weapon) 253prepare_weapon (object *op, object *improver, object *weapon)
599{ 254{
600 int sacrifice_count, i; 255 int sacrifice_count, i;
601 char buf[MAX_BUF];
602 256
603 if (weapon->level != 0) 257 if (weapon->level != 0)
604 { 258 {
605 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 259 op->failmsg ("Weapon is already prepared!");
606 return 0; 260 return 0;
607 } 261 }
262
608 for (i = 0; i < NROFATTACKS; i++) 263 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 264 if (weapon->resist[i])
610 break; 265 break;
611 266
612 /* If we break out, i will be less than nrofattacks, preventing 267 /* If we break out, i will be less than nrofattacks, preventing
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 270 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 271 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */ 272 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */ 273 weapon->stats.ac) /* AC - only taifu's I think */
619 { 274 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 275 op->failmsg ("You cannot prepare magic weapons. "
276 "H<A weapon is considered magical if it changes regeneration, "
277 "speed or ac, or has other protections.>");
621 return 0; 278 return 0;
622 } 279 }
280
623 sacrifice_count = check_sacrifice (op, improver); 281 sacrifice_count = check_sacrifice (op, improver);
624 if (sacrifice_count <= 0) 282 if (sacrifice_count <= 0)
625 return 0; 283 return 0;
284
626 weapon->level = isqrt (sacrifice_count); 285 weapon->level = isqrt (sacrifice_count);
627 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
628 eat_item (op, improver->slaying, sacrifice_count); 286 eat_item (op, improver->slaying, sacrifice_count);
629 287
630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 288 op->statusmsg (format (
289 "Your sacrifice was accepted."
290 "Your *%s may be improved %d times.",
291 &weapon->name, weapon->level
292 ));
631 293
632 sprintf (buf, "%s's %s", &op->name, &weapon->name); 294 weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name);
633 weapon->name = weapon->name_pl = buf;
634 weapon->nrof = 0; /* prevents preparing n weapons in the same 295 weapon->nrof = 0; /* prevents preparing n weapons in the same
635 slot at once! */ 296 slot at once! */
636 decrease_ob (improver); 297 improver->decrease ();
637 weapon->last_eat = 0; 298 weapon->last_eat = 0;
638 return 1; 299 return 1;
639} 300}
640
641 301
642/** 302/**
643 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 303 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
644 * This is the new improve weapon code. 304 * This is the new improve weapon code.
645 * Returns 0 if it was not able to work for some reason. 305 * Returns 0 if it was not able to work for some reason.
648 * 308 *
649 * We are hiding extra information about the weapon in the level and 309 * We are hiding extra information about the weapon in the level and
650 * last_eat numbers for an object. Hopefully this won't break anything ?? 310 * last_eat numbers for an object. Hopefully this won't break anything ??
651 * level == max improve last_eat == current improve 311 * level == max improve last_eat == current improve
652 */ 312 */
653int 313static int
654improve_weapon (object *op, object *improver, object *weapon) 314improve_weapon (object *op, object *improver, object *weapon)
655{ 315{
656 int sacrifice_count, sacrifice_needed = 0; 316 int sacrifice_count, sacrifice_needed = 0;
657 317
658 if (improver->stats.sp == IMPROVE_PREPARE) 318 if (improver->stats.sp == IMPROVE_PREPARE)
659 {
660 return prepare_weapon (op, improver, weapon); 319 return prepare_weapon (op, improver, weapon);
661 } 320
662 if (weapon->level == 0) 321 if (weapon->level == 0)
663 { 322 {
664 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 323 op->failmsg (
324 "This weapon has not been prepared."
325 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
665 return 0; 326 return 0;
666 } 327 }
667 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 328
329 if (weapon->last_eat >= weapon->level // improvements used up
330 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
668 { 331 {
669 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 332 op->failmsg ("This weapon cannot be improved any more.");
670 return 0; 333 return 0;
671 } 334 }
672 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 335
336 if (weapon->flag [FLAG_APPLIED]
337 && !check_item_power (op, weapon->item_power + 1))
673 { 338 {
674 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 339 op->failmsg ("Improving the weapon will make it too "
675 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 340 "powerful for you to use. Unready it if you "
676 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 341 "really want to improve it.");
677 return 0; 342 return 0;
678 } 343 }
344
679 /* This just increases damage by 5 points, no matter what. No sacrifice 345 /* This just increases damage by 5 points, no matter what. No sacrifice
680 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 346 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
681 * don't put any maximum value on damage - the limit is how much the 347 * don't put any maximum value on damage - the limit is how much the
682 * weapon can be improved. 348 * weapon can be improved.
683 */ 349 */
684 if (improver->stats.sp == IMPROVE_DAMAGE) 350 if (improver->stats.sp == IMPROVE_DAMAGE)
685 { 351 {
686 weapon->stats.dam += 5; 352 weapon->stats.dam += 5;
687 weapon->weight += 5000; /* 5 KG's */ 353 weapon->weight += 5000; /* 5 KG's */
688 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 354 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
689 weapon->last_eat++; 355 weapon->last_eat++;
690 356
691 weapon->item_power++; 357 weapon->item_power++;
692 decrease_ob (improver); 358 improver->decrease ();
693 return 1; 359 return 1;
694 } 360 }
361
695 if (improver->stats.sp == IMPROVE_WEIGHT) 362 if (improver->stats.sp == IMPROVE_WEIGHT)
696 { 363 {
697 /* Reduce weight by 20% */ 364 /* Reduce weight by 20% */
698 weapon->weight = (weapon->weight * 8) / 10; 365 weapon->weight = (weapon->weight * 8) / 10;
699 if (weapon->weight < 1) 366 if (weapon->weight < 1)
700 weapon->weight = 1; 367 weapon->weight = 1;
368
701 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 369 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
702 weapon->last_eat++; 370 weapon->last_eat++;
703 weapon->item_power++; 371 weapon->item_power++;
704 decrease_ob (improver); 372 improver->decrease ();
705 return 1; 373 return 1;
706 } 374 }
375
707 if (improver->stats.sp == IMPROVE_ENCHANT) 376 if (improver->stats.sp == IMPROVE_ENCHANT)
708 { 377 {
709 weapon->magic++; 378 weapon->magic++;
710 weapon->last_eat++; 379 weapon->last_eat++;
711 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 380 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
712 decrease_ob (improver); 381 improver->decrease ();
713 weapon->item_power++; 382 weapon->item_power++;
714 return 1; 383 return 1;
715 } 384 }
716 385
717 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 386 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
722 sacrifice_needed *= 2; 391 sacrifice_needed *= 2;
723 392
724 sacrifice_count = check_sacrifice (op, improver); 393 sacrifice_count = check_sacrifice (op, improver);
725 if (sacrifice_count < sacrifice_needed) 394 if (sacrifice_count < sacrifice_needed)
726 { 395 {
727 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 396 op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying);
728 return 0; 397 return 0;
729 } 398 }
399
730 eat_item (op, improver->slaying, sacrifice_needed); 400 eat_item (op, improver->slaying, sacrifice_needed);
731 weapon->item_power++; 401 weapon->item_power++;
732 402
733 switch (improver->stats.sp) 403 switch (improver->stats.sp)
734 { 404 {
735 case IMPROVE_STR:
736 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 405 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
737 case IMPROVE_DEX:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 406 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
739 case IMPROVE_CON:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 407 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
741 case IMPROVE_WIS:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 408 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
743 case IMPROVE_CHA:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 409 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
745 case IMPROVE_INT:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 410 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
747 case IMPROVE_POW:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 411 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
749 default: 412 default:
750 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 413 op->failmsg ("Unknown improvement type.");
751 } 414 }
415
752 LOG (llevError, "improve_weapon: Got to end of function\n"); 416 LOG (llevError, "improve_weapon: Got to end of function\n");
753 return 0; 417 return 0;
754} 418}
755 419
756/** 420/**
757 * Handles the applying of improve/prepare/enchant weapon scroll. 421 * Handles the applying of improve/prepare/enchant weapon scroll.
758 * Checks a few things (not on a non-magic square, marked weapon, ...), 422 * Checks a few things (not on a non-magic square, marked weapon, ...),
759 * then calls improve_weapon to do the dirty work. 423 * then calls improve_weapon to do the dirty work.
760 */ 424 */
761int 425static int
762check_improve_weapon (object *op, object *tmp) 426check_improve_weapon (object *op, object *tmp)
763{ 427{
764 object *otmp;
765
766 if (op->type != PLAYER) 428 if (op->type != PLAYER)
767 return 0; 429 return 0;
430
768 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 431 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
769 { 432 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 433 op->failmsg ("Something blocks the magic of the scroll!");
771 return 0; 434 return 0;
772 } 435 }
773 otmp = find_marked_object (op); 436
437 object *otmp = op->mark ();
438
774 if (!otmp) 439 if (!otmp)
775 { 440 {
776 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 441 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
777 return 0; 442 return 0;
778 } 443 }
444
779 if (otmp->type != WEAPON && otmp->type != BOW) 445 if (otmp->type != WEAPON && otmp->type != BOW)
780 { 446 {
781 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 447 op->failmsg ("Marked item is not a weapon or bow!");
782 return 0; 448 return 0;
783 } 449 }
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 450
451 if (!op->apply (otmp, AP_UNAPPLY))
452 {
453 op->failmsg ("You are unable to take off your weapon to improve it!");
454 return 0;
455 }
456
457 op->statusmsg ("Applied weapon builder.");
458
785 improve_weapon (op, tmp, otmp); 459 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp); 460 esrv_send_item (op, otmp);
787 return 1; 461 return 1;
788} 462}
789 463
807 * the armour value of the piece of equipment exceed either 481 * the armour value of the piece of equipment exceed either
808 * the users level or 90) 482 * the users level or 90)
809 * Modified by MSW for partial resistance. Only support 483 * Modified by MSW for partial resistance. Only support
810 * changing of physical area right now. 484 * changing of physical area right now.
811 */ 485 */
812int 486static int
813improve_armour (object *op, object *improver, object *armour) 487improve_armour (object *op, object *improver, object *armour)
814{ 488{
815 object *tmp;
816
817 if (armour->magic >= settings.armor_max_enchant) 489 if (armour->magic >= settings.armor_max_enchant)
818 { 490 {
819 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 491 op->failmsg ("This armour can not be enchanted any further!");
820 return 0; 492 return 0;
821 } 493 }
494
822 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 495 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
823 * etc), so take the easy way out and don't worry about it. 496 * etc), so take the easy way out and don't worry about it.
824 * Note - maybe add scrolls which make the random artifact versions (eg, armour 497 * Note - maybe add scrolls which make the random artifact versions (eg, armour
825 * of gnarg and what not?) 498 * of gnarg and what not?)
826 */ 499 */
827 if (armour->title) 500 if (armour->title)
828 { 501 {
829 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 502 op->failmsg ("This armour will not accept further enchantment.");
830 return 0; 503 return 0;
831 } 504 }
832 505
833 /* Split objects if needed. Can't insert tmp until the 506 /* Split objects if needed. Can't insert tmp until the
834 * end of this function - otherwise it will just re-merge. 507 * end of this function - otherwise it will just re-merge.
835 */ 508 */
836 if (armour->nrof > 1) 509 object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
837 tmp = get_split_ob (armour, armour->nrof - 1);
838 else
839 tmp = NULL;
840 510
841 armour->magic++; 511 armour->magic++;
842 512
843 if (!settings.armor_speed_linear) 513 if (!settings.armor_speed_linear)
844 { 514 {
849 { 519 {
850 base = base - (base * settings.armor_speed_improvement) / 100; 520 base = base - (base * settings.armor_speed_improvement) / 100;
851 pow++; 521 pow++;
852 } 522 }
853 523
854 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 524 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
855 } 525 }
856 else 526 else
857 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 527 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
858 528
859 if (!settings.armor_weight_linear) 529 if (!settings.armor_weight_linear)
860 { 530 {
861 int base = 100; 531 int base = 100;
862 int pow = 0; 532 int pow = 0;
865 { 535 {
866 base = base - (base * settings.armor_weight_reduction) / 100; 536 base = base - (base * settings.armor_weight_reduction) / 100;
867 pow++; 537 pow++;
868 } 538 }
869 539
870 armour->weight = (armour->arch->clone.weight * base) / 100; 540 armour->weight = (armour->arch->weight * base) / 100;
871 } 541 }
872 else 542 else
873 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 543 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
874 544
875 if (armour->weight <= 0) 545 if (armour->weight <= 0)
876 { 546 {
877 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 547 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
878 armour->weight = 1; 548 armour->weight = 1;
879 } 549 }
880 550
881 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 551 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
882 552
883 if (op->type == PLAYER) 553 if (op->type == PLAYER)
884 { 554 {
885 esrv_send_item (op, armour); 555 esrv_send_item (op, armour);
886 if (QUERY_FLAG (armour, FLAG_APPLIED)) 556
557 if (armour->flag [FLAG_APPLIED])
887 op->update_stats (); 558 op->update_stats ();
888 } 559 }
889 decrease_ob (improver); 560
561 improver->decrease ();
562
890 if (tmp) 563 if (tmp)
891 { 564 op->insert (tmp);
892 insert_ob_in_ob (tmp, op); 565
893 esrv_send_item (op, tmp);
894 }
895 return 1; 566 return 1;
896} 567}
897
898 568
899/* 569/*
900 * convert_item() returns 1 if anything was converted, 0 if the item was not 570 * convert_item() returns 1 if anything was converted, 0 if the item was not
901 * what the converter wants, -1 if the converter is broken. 571 * what the converter wants, -1 if the converter is broken.
902 */ 572 *
903#define CONV_FROM(xyz) xyz->slaying
904#define CONV_TO(xyz) xyz->other_arch
905#define CONV_NR(xyz) xyz->stats.sp
906#define CONV_NEED(xyz) xyz->stats.food
907
908/* Takes one items and makes another. 573 * Takes one type of items and makes another.
909 * converter is the object that is doing the conversion. 574 * converter is the object that is doing the conversion.
910 * item is the object that triggered the converter - if it is not 575 * item is the object that triggered the converter - if it is not
911 * what the converter wants, this will not do anything. 576 * what the converter wants, this will not do anything.
912 */ 577 */
913int 578int
914convert_item (object *item, object *converter) 579convert_item (object *item, object *converter)
915{ 580{
916 int nr = 0; 581 sint64 nr = 0, price_in;
917 uint32 price_in; 582
583 if (item->flag [FLAG_UNPAID])
584 return 0;
585
586 shstr conv_from = converter->slaying;
587 archetype *conv_to = converter->other_arch;
588 sint64 need = converter->stats.food;
589 sint64 give = converter->stats.sp;
918 590
919 /* We make some assumptions - we assume if it takes money as it type, 591 /* We make some assumptions - we assume if it takes money as it type,
920 * it wants some amount. We don't make change (ie, if something costs 592 * it wants some amount. We don't make change (ie, if something costs
921 * 3 gp and player drops a platinum, tough luck) 593 * 3 gp and player drops a platinum, tough luck)
922 */ 594 */
923 if (!strcmp (CONV_FROM (converter), "money")) 595 if (conv_from == shstr_money)
924 { 596 {
925 int cost;
926
927 if (item->type != MONEY) 597 if (item->type != MONEY)
928 return 0; 598 return 0;
929 599
930 nr = (item->nrof * item->value) / CONV_NEED (converter); 600 nr = sint64 (item->nrof) * item->value / need;
931 if (!nr) 601 if (!nr)
932 return 0; 602 return 0;
933 cost = nr * CONV_NEED (converter) / item->value; 603
934 /* take into account rounding errors */ 604 converter->play_sound (sound_find ("shop_buy"));
935 if (nr * CONV_NEED (converter) % item->value) 605
936 cost++; 606 sint64 cost = (nr * need + item->value - 1) / item->value;
937 decrease_ob_nr (item, cost); 607
608 item->decrease (cost);
938 609
939 price_in = cost * item->value; 610 price_in = cost * item->value;
940 } 611 }
941 else 612 else
942 { 613 {
943 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 614 if (item->type == PLAYER
944 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 615 || conv_from != item->arch->archname
616 || (need && need > (uint16) item->nrof))
945 return 0; 617 return 0;
946 618
947 if (CONV_NEED (converter)) 619 converter->play_sound (sound_find ("convert_item"));
620
621 if (need)
948 { 622 {
949 nr = item->nrof / CONV_NEED (converter); 623 nr = sint64 (item->nrof) / need;
950 decrease_ob_nr (item, nr * CONV_NEED (converter)); 624 item->decrease (nr * need);
951 price_in = nr * CONV_NEED (converter) * item->value; 625 price_in = nr * need * item->value;
952 } 626 }
953 else 627 else
954 { 628 {
955 price_in = item->value; 629 price_in = item->value;
956 item->destroy (); 630 item->destroy ();
957 } 631 }
958 } 632 }
959 633
960 if (converter->inv != NULL) 634 if (converter->inv)
961 { 635 {
962 object *ob; 636 object *ob;
963 int i; 637 int i;
964 object *ob_to_copy; 638 object *ob_to_copy;
965 639
966 /* select random object from inventory to copy */ 640 /* select random object from inventory to copy */
967 ob_to_copy = converter->inv; 641 ob_to_copy = converter->inv;
968 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 642 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
969 {
970 if (rndm (0, i) == 0) 643 if (rndm (0, i) == 0)
971 {
972 ob_to_copy = ob; 644 ob_to_copy = ob;
973 } 645
974 } 646 item = ob_to_copy->deep_clone ();
975 item = object_create_clone (ob_to_copy); 647 item->clr_flag (FLAG_IS_A_TEMPLATE);
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE); 648 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 } 649 }
979 else 650 else
980 { 651 {
981 if (converter->other_arch == NULL) 652 if (!conv_to)
982 { 653 {
983 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 654 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
984 &converter->name, &converter->map->path, converter->x, converter->y); 655 &converter->name, &converter->map->path, converter->x, converter->y);
985 return -1; 656 return -1;
986 } 657 }
987 658
988 item = object_create_arch (converter->other_arch); 659 item = object_create_arch (conv_to);
989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 660 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
990 } 661 }
991 662
992 if (CONV_NR (converter)) 663 if (give)
993 item->nrof = CONV_NR (converter); 664 item->nrof = give;
665
994 if (nr) 666 if (nr)
995 item->nrof *= nr; 667 item->nrof *= nr;
996 if (is_in_shop (converter)) 668
997 SET_FLAG (item, FLAG_UNPAID); 669 if (converter->flag [FLAG_PRECIOUS])
670 item->set_flag (FLAG_UNPAID);
671
672 if (converter->is_in_shop ())
673 {
674 // converters on shop floors don't work anymore, bug lets check for it
675 // and report in case someone still does it.
676 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
677 converter->debug_desc ());
678 item->set_flag (FLAG_UNPAID);
679 }
998 else if (price_in < item->nrof * item->value) 680 else if (price_in < sint64 (item->nrof) * item->value)
999 { 681 {
1000 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 682 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1001 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 683 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1002
1003 /** 684 /**
1004 * elmex: we are going to let the game continue, as the mapcreator 685 * elmex: we are going to let the game continue, as the mapcreator
1005 * propably had something in mind when doing this 686 * hopefully had something in mind when doing this.
1006 */ 687 */
1007 } 688 }
1008 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 689
690 // elmex: only identify if we need to, for example so that generated money doesn't
691 // get an 'identified' flag so easily.
692 if (item->need_identify ())
693 identify (item);
694
695 item->insert_at (converter, 0, INS_NO_WALK_ON);
696
1009 return 1; 697 return 1;
1010} 698}
1011 699
1012/** 700/**
1013 * Handle apply on containers. 701 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 702 * By Eneq(@csd.uu.se).
1015 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 703 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1016 * added the alchemical cauldron to the code -b.t. 704 * added the alchemical cauldron to the code -b.t.
1017 */ 705 */
1018 706static int
1019int
1020apply_container (object *op, object *sack) 707apply_container (object *op, object *sack)
1021{ 708{
1022 char buf[MAX_BUF]; 709 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 710 return 0; /* This might change */
1027 711
1028 if (sack == NULL || sack->type != CONTAINER) 712 if (!sack || sack->type != CONTAINER)
1029 { 713 {
1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 714 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1031 return 0; 715 return 0;
1032 } 716 }
1033 717
1034 op->contr->last_used = 0; 718 op->contr->last_used = 0;
1035 719
1036 if (sack->env != op) 720 if (sack->env && sack->env != op)
721 {
722 op->failmsg ("You must put it onto the floor or into your inventory first.");
723 return 1;
1037 { 724 }
1038 if (sack->other_arch == NULL || sack->env != NULL) 725
726 // already applied == open on ground, or open in inv, or active in inv
727 if (sack->flag [FLAG_APPLIED])
728 {
729 if (op->container_ () == sack)
1039 { 730 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 731 // open on ground or inv, so close
732 op->close_container ();
1041 return 1; 733 return 1;
1042 } 734 }
1043 735 else if (!sack->env)
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 736 {
1059 if (QUERY_FLAG (sack, FLAG_APPLIED)) 737 // active on floor, but not ours: some other player has opened it
738 // normally this only happens to dms standing on the same space.
739 // but it doesn't hurt to handle it.
740 op->failmsgf ("Somebody else is using the %s already.", query_name (sack));
741 return 1;
1060 { 742 }
1061 if (op->container == NULL) 743 }
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 744
1081 if (tmp && tmp->type == CLOSE_CON) 745 // it's locked?
1082 tmp->destroy (); 746 if (sack->slaying)
1083 } 747 {
748 if (object *tmp = find_key (op, op, sack))
1084 } 749 {
1085 } 750 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 {
1089 if (op->container)
1090 {
1091 if (op->container != sack)
1092 {
1093 tmp = op->container;
1094 apply_container (op, tmp);
1095 sprintf (buf, "You close %s and open ", query_name (tmp));
1096 op->container = sack;
1097 strcat (buf, query_name (sack));
1098 strcat (buf, ".");
1099 }
1100 else
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 } 751 }
1107 else 752 else
1108 { 753 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED); 754 sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it
1110 sprintf (buf, "You open %s.", query_name (sack)); 755 esrv_update_item (UPD_FLAGS, op, sack);
1111 SET_FLAG (sack, FLAG_APPLIED); 756 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1112 op->container = sack; 757 return 1;
1113 } 758 }
759 }
760
761 if (sack->env && !sack->flag [FLAG_APPLIED])
762 {
763 // it is in our env, so activate it, do not open yet
764 op->close_container ();
765 sack->flag [FLAG_APPLIED] = true;
766 esrv_update_item (UPD_FLAGS, op, sack);
767 op->statusmsg (format ("You ready %s.", query_name (sack)));
1114 } 768 }
1115 else 769 else
1116 { /* not applied */ 770 op->open_container (sack);
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1;
1145 }
1146 }
1147 }
1148
1149 new_draw_info (NDI_UNIQUE, 0, op, buf);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 771
1154 return 1; 772 return 1;
1155} 773}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 774
1282/** 775/**
1283 * Handles dropping things on altar. 776 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 777 * Returns true if sacrifice was accepted.
1285 */ 778 */
1288{ 781{
1289 /* Only players can make sacrifices on spell casting altars. */ 782 /* Only players can make sacrifices on spell casting altars. */
1290 if (altar->inv && (!originator || originator->type != PLAYER)) 783 if (altar->inv && (!originator || originator->type != PLAYER))
1291 return 0; 784 return 0;
1292 785
1293 if (operate_altar (altar, &sacrifice)) 786 if (operate_altar (altar, &sacrifice, originator))
1294 { 787 {
1295 /* Simple check. Unfortunately, it means you can't cast magic bullet 788 /* Simple check. Unfortunately, it means you can't cast magic bullet
1296 * with an altar. We call it a Potion - altars are stationary - it 789 * with an altar. We call it a Potion - altars are stationary - it
1297 * is up to map designers to use them properly. 790 * is up to map designers to use them properly.
1298 */ 791 */
1299 if (altar->inv && altar->inv->type == SPELL) 792 if (altar->inv && altar->inv->type == SPELL)
1300 { 793 {
1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 794 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 795 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 796 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 797 * old maps.
1305 */ 798 */
1306 799
1307/* push_button (altar);*/ 800/* push_button (altar);*/
1308 } 801 }
1309 else 802 else
1310 { 803 {
1311 altar->value = 1; /* works only once */ 804 altar->value = 1; /* works only once */
1312 push_button (altar); 805 push_button (altar, originator);
1313 } 806 }
1314 807
1315 return !sacrifice; 808 return !sacrifice;
1316 } 809 }
1317 else 810 else
1330{ 823{
1331 int rv = 0; 824 int rv = 0;
1332 double opinion; 825 double opinion;
1333 object *tmp, *next; 826 object *tmp, *next;
1334 827
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 828 op->set_flag (FLAG_NO_APPLY); /* prevent loops */
1336 829
1337 if (op->type != PLAYER) 830 bool has_unpaid = false;
831
832 // quite inefficient to do this here twice, but the api doesn't lend itself to
833 // a quick and small change :(
834 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
835 if (item->flag [FLAG_UNPAID])
836 {
837 has_unpaid = true;
838 break;
839 }
840
841 if (!op->is_player ())
1338 { 842 {
1339 /* Remove all the unpaid objects that may be carried here. 843 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 844 * This could be pets or monsters that are somehow in
1341 * the shop. 845 * the shop.
1342 */ 846 */
1343 for (tmp = op->inv; tmp; tmp = next) 847 for (tmp = op->inv; tmp; tmp = next)
1344 { 848 {
1345 next = tmp->below; 849 next = tmp->below;
1346 850
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 851 if (tmp->flag [FLAG_UNPAID])
1348 { 852 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 853 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 854
855 if (i >= 0)
1351 tmp->remove (); 856 tmp->move (i);
1352
1353 if (i == -1)
1354 i = 0;
1355
1356 tmp->map = op->map;
1357 tmp->x = op->x + freearr_x[i];
1358 tmp->y = op->y + freearr_y[i];
1359 insert_ob_in_map (tmp, op->map, op, 0);
1360 } 857 }
1361 } 858 }
1362 859
1363 /* Don't teleport things like spell effects */ 860 /* Don't teleport things like spell effects */
1364 if (QUERY_FLAG (op, FLAG_NO_PICK)) 861 if (op->flag [FLAG_NO_PICK])
1365 return 0; 862 return 0;
1366 863
1367 /* unpaid objects, or non living objects, can't transfer by 864 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 865 * shop mats. Instead, put it on a nearby space.
1369 */ 866 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 867 if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE])
1371 { 868 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 869 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 870 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375 871
1376 if (i != -1) 872 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 873 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1378 874
1379 return 0; 875 return 0;
1380 } 876 }
877
1381 /* Removed code that checked for multipart objects - it appears that 878 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine. 879 * the teleport function should be able to handle this just fine.
1383 */ 880 */
1384 rv = teleport (shop_mat, SHOP_MAT, op); 881 rv = teleport (shop_mat, SHOP_MAT, op);
1385 } 882 }
1386 else if (can_pay (op) && get_payment (op)) 883 else if (can_pay (op) && get_payment (op))
1387 { 884 {
1388 /* this is only used for players */ 885 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 886 rv = teleport (shop_mat, SHOP_MAT, op);
1390 887
888 if (has_unpaid)
889 op->contr->play_sound (sound_find ("shop_buy"));
890 else if (op->is_in_shop ())
891 op->contr->play_sound (sound_find ("shop_enter"));
892 else
893 op->contr->play_sound (sound_find ("shop_leave"));
894
1391 if (shop_mat->msg) 895 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 896 op->statusmsg (shop_mat->msg);
1393 /* This check below is a bit simplistic - generally it should be correct, 897 /* This check below is a bit simplistic - generally it should be correct,
1394 * but there is never a guarantee that the bottom space on the map is 898 * but there is never a guarantee that the bottom space on the map is
1395 * actually the shop floor. 899 * actually the shop floor.
1396 */ 900 */
1397 else if (!rv && !is_in_shop (op)) 901 else if (!rv && !op->is_in_shop ())
1398 { 902 {
1399 opinion = shopkeeper_approval (op->map, op); 903 opinion = shopkeeper_approval (op->map, op);
1400 904
1401 if (opinion > 0.9) 905 op->statusmsg (
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 906 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1403 else if (opinion > 0.75) 907 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 908 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 909 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 910 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 911 }
1410 } 912 }
1411 else 913 else
1412 { 914 {
1413 /* if we get here, a player tried to leave a shop but was not able 915 /* if we get here, a player tried to leave a shop but was not able
1414 * to afford the items he has. We try to move the player so that 916 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore 917 * they are not on the mat anymore
1416 */ 918 */
1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 919 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418 920
1419 if (i == -1) 921 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 922 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 923 else
1424 { 924 {
1425 op->remove (); 925 op->remove ();
1426 op->x += freearr_x[i]; 926 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 927 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 928 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 } 929 }
1430 } 930 }
1431 931
1432 CLEAR_FLAG (op, FLAG_NO_APPLY); 932 op->clr_flag (FLAG_NO_APPLY);
1433 return rv; 933 return rv;
1434} 934}
1435 935
1436/** 936/**
1437 * Handles applying a sign. 937 * Handles applying a sign.
1438 */ 938 */
1439static void 939static void
1440apply_sign (object *op, object *sign, int autoapply) 940apply_sign (object *op, object *sign, int autoapply)
1441{ 941{
1442 readable_message_type *msgType; 942 if (!op->is_player())
1443 char newbuf[HUGE_BUF]; 943 return;
1444 944
1445 if (sign->msg == NULL) 945 if (sign->has_dialogue ())
1446 { 946 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 947 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1448 return; 948 return;
1449 } 949 }
1450 950
951 if (!sign->msg)
952 {
953 op->contr->infobox (MSG_CHANNEL ("examine"),
954 format ("T<%s>\n\n Nothing %sis written on it.",
955 &sign->name,
956 sign->name == sign->arch->name ? "" : "else "));
957 return;
958 }
959
1451 if (sign->stats.food) 960 if (sign->stats.food)
1452 { 961 {
1453 if (sign->last_eat >= sign->stats.food) 962 if (sign->last_eat >= sign->stats.food)
1454 { 963 {
1455 if (!sign->move_on) 964 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 965 op->failmsg ("You cannot read it anymore.");
966
1457 return; 967 return;
1458 } 968 }
1459 969
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 970 if (!op->flag [FLAG_WIZPASS])
1461 sign->last_eat++; 971 sign->last_eat++;
1462 } 972 }
1463 973
1464 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 974 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1465 * No way to know for sure. The presumption is basically that if 975 * No way to know for sure. The presumption is basically that if
1466 * move_on is zero, it needs to be manually applied (doesn't talk 976 * move_on is zero, it needs to be manually applied (doesn't talk
1467 * to us). 977 * to us).
1468 */ 978 */
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 979 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on)
1470 { 980 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 981 op->failmsg ("You are unable to read while blind!");
1472 return; 982 return;
1473 } 983 }
1474 msgType = get_readable_message_type (sign);
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg);
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1477}
1478 984
1479/** 985 if (op->contr)
1480 * 'victim' moves onto 'trap' 986 if (client *ns = op->contr->ns)
1481 * 'victim' leaves 'trap' 987 {
1482 * effect is determined by move_on/move_off of trap and move_type of victime. 988 if (sign->sound)
1483 * 989 ns->play_sound (sign->sound);
1484 * originator: Player, monster or other object that caused 'victim' to move 990 else if (autoapply)
1485 * onto 'trap'. Will receive messages caused by this action. May be NULL. 991 ns->play_sound (sound_find ("msg_voice"));
1486 * However, some types of traps require an originator to function. 992
1487 */ 993 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1488void 994 }
995}
996
997static void
1489move_apply (object *trap, object *victim, object *originator) 998move_apply_hole (object *trap, object *victim)
1490{ 999{
1491 static int recursion_depth = 0; 1000 /* Hole not open? */
1492 1001 if (trap->stats.wc > 0)
1493 /* Only exits affect DMs. */
1494 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1495 return; 1002 return;
1496 1003
1497 /* move_apply() is the most likely candidate for causing unwanted and 1004 /* Is this a multipart monster and not the head? If so, return.
1498 * possibly unlimited recursion. 1005 * Processing will happen if the head runs into the pit
1499 */ 1006 */
1500 /* The following was changed because it was causing perfeclty correct 1007 if (victim->head)
1501 * maps to fail. 1) it's not an error to recurse:
1502 * rune detonates, summoning monster. monster lands on nearby rune.
1503 * nearby rune detonates. This sort of recursion is expected and
1504 * proper. This code was causing needless crashes.
1505 */
1506 if (recursion_depth >= 500)
1507 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1510 return; 1008 return;
1511 }
1512 recursion_depth++;
1513 if (trap->head)
1514 trap = trap->head;
1515 1009
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1010 // now find all possible locations and randomly pick one
1517 goto leave; 1011 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1012 trap->range >= 3 ? SIZEOFFREE3 + 1
1013 : trap->range >= 2 ? SIZEOFFREE2 + 1
1014 : trap->range >= 1 ? SIZEOFFREE1 + 1
1015 : SIZEOFFREE0 + 1);
1518 1016
1519 switch (trap->type) 1017 if (dir < 0)
1520 {
1521 case PLAYERMOVER:
1522 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1523 {
1524 if (!trap->stats.maxsp)
1525 trap->stats.maxsp = 2;
1526
1527 /* Is this correct? From the docs, it doesn't look like it
1528 * should be divided by trap->speed
1529 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1531
1532 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed.
1535 */
1536 if (victim->speed_left < -50.0)
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 }
1540 goto leave;
1541
1542 case SPINNER:
1543 if (victim->direction)
1544 {
1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1546 update_turn_face (victim);
1547 }
1548 goto leave;
1549
1550 case DIRECTOR:
1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1553 victim->direction = trap->stats.sp;
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case BUTTON:
1559 case PEDESTAL:
1560 update_button (trap);
1561 goto leave;
1562
1563 case ALTAR:
1564 /* sacrifice victim on trap */
1565 apply_altar (trap, victim, originator);
1566 goto leave;
1567
1568 case THROWN_OBJ:
1569 if (trap->inv == NULL)
1570 goto leave;
1571 /* fallthrough */
1572
1573 case ARROW:
1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1575 * trigger this here and get hit by own missile - and will be own enemy.
1576 * Victim then is his own enemy and will start to kill herself (this is
1577 * removed) but we have not synced victim and his missile. To avoid senseless
1578 * action, we avoid hits here
1579 */
1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581 hit_with_arrow (trap, victim);
1582 goto leave;
1583
1584 case SPELL_EFFECT:
1585 apply_spell_effect (trap, victim);
1586 goto leave;
1587
1588 case TRAPDOOR:
1589 {
1590 int max, sound_was_played;
1591 object *ab, *ab_next;
1592
1593 if (!trap->value)
1594 {
1595 int tot;
1596
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1600
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave;
1603
1604 SET_ANIMATION (trap, trap->value);
1605 update_object (trap, UP_OBJ_FACE);
1606 }
1607
1608 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1609 {
1610 /* need to set this up, since if we do transfer the object,
1611 * ab->above would be bogus
1612 */
1613 ab_next = ab->above;
1614
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1616 {
1617 if (!sound_was_played)
1618 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1620 sound_was_played = 1;
1621 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 }
1625 }
1626 goto leave;
1627 }
1628
1629
1630 case CONVERTER:
1631 if (convert_item (victim, trap) < 0)
1632 {
1633 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1634 get_archetype ("burnout")->insert_at (trap, trap);
1635 }
1636
1637 goto leave;
1638
1639 case TRIGGER_BUTTON:
1640 case TRIGGER_PEDESTAL:
1641 case TRIGGER_ALTAR:
1642 check_trigger (trap, victim);
1643 goto leave;
1644
1645 case DEEP_SWAMP:
1646 walk_on_deep_swamp (trap, victim);
1647 goto leave;
1648
1649 case CHECK_INV:
1650 check_inv (victim, trap);
1651 goto leave;
1652
1653 case HOLE:
1654 /* Hole not open? */
1655 if (trap->stats.wc > 0)
1656 goto leave;
1657
1658 /* Is this a multipart monster and not the head? If so, return.
1659 * Processing will happen if the head runs into the pit
1660 */
1661 if (victim->head)
1662 goto leave;
1663
1664 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1665 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1666 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1667 goto leave;
1668
1669 case EXIT:
1670 if (victim->type == PLAYER && EXIT_PATH (trap))
1671 {
1672 /* Basically, don't show exits leading to random maps the
1673 * players output.
1674 */
1675 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1676 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1677
1678 victim->enter_exit (trap);
1679 }
1680 goto leave;
1681
1682 case ENCOUNTER:
1683 /* may be some leftovers on this */
1684 goto leave;
1685
1686 case SHOP_MAT:
1687 apply_shop_mat (trap, victim);
1688 goto leave;
1689
1690 /* Drop a certain amount of gold, and have one item identified */
1691 case IDENTIFY_ALTAR:
1692 apply_id_altar (victim, trap, originator);
1693 goto leave;
1694
1695 case SIGN:
1696 if (victim->type != PLAYER && trap->stats.food > 0)
1697 goto leave; /* monsters musn't apply magic_mouths with counters */
1698
1699 apply_sign (victim, trap, 1);
1700 goto leave;
1701
1702 case CONTAINER:
1703 if (victim->type == PLAYER)
1704 (void) esrv_apply_container (victim, trap);
1705 else
1706 (void) apply_container (victim, trap);
1707 goto leave;
1708
1709 case RUNE:
1710 case TRAP:
1711 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1712 {
1713 spring_trap (trap, victim);
1714 }
1715 goto leave;
1716
1717 default:
1718 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1719 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type);
1720 goto leave;
1721 }
1722
1723leave:
1724 recursion_depth--;
1725}
1726
1727/**
1728 * Handles reading a regular (ie not containing a spell) book.
1729 */
1730static void
1731apply_book (object *op, object *tmp)
1732{
1733 int lev_diff;
1734 object *skill_ob;
1735
1736 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1737 {
1738 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1739 return; 1018 return;
1740 }
1741 if (tmp->msg == NULL)
1742 {
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1744 return;
1745 }
1746 1019
1747 /* need a literacy skill to read stuff! */ 1020 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1748 skill_ob = find_skill_by_name (op, tmp->skill); 1021 victim->statusmsg ("You fall through the hole!", NDI_RED);
1749 if (!skill_ob)
1750 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1752 return;
1753 }
1754 lev_diff = tmp->level - (skill_ob->level + 5);
1755 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1756 {
1757 if (lev_diff < 2)
1758 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1759 else if (lev_diff < 3)
1760 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension.");
1761 else if (lev_diff < 5)
1762 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension.");
1763 else if (lev_diff < 8)
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1765 else if (lev_diff < 15)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1767 else
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1769 return;
1770 }
1771 1022
1772 readable_message_type *msgType = get_readable_message_type (tmp); 1023 transfer_ob (victim,
1773 1024 EXIT_X (trap) + freearr_x[dir],
1774 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1025 EXIT_Y (trap) + freearr_y[dir],
1775 msgType->message_type, msgType->message_subtype, 1026 0, victim);
1776 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg);
1777
1778 /* gain xp from reading */
1779 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1780 { /* only if not read before */
1781 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1782
1783 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1784 {
1785 /*exp_gain *= 2; because they just identified it too */
1786 SET_FLAG (tmp, FLAG_IDENTIFIED);
1787
1788 /* If in a container, update how it looks */
1789 if (tmp->env)
1790 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1791 else
1792 op->contr->ns->floorbox_update ();
1793 }
1794
1795 change_exp (op, exp_gain, skill_ob->skill, 0);
1796 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1797 }
1798}
1799
1800/**
1801 * Handles the applying of a skill scroll, calling learn_skill straight.
1802 * op is the person learning the skill, tmp is the skill scroll object
1803 */
1804static void
1805apply_skillscroll (object *op, object *tmp)
1806{
1807 switch ((int) learn_skill (op, tmp))
1808 {
1809 case 0:
1810 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge ");
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp));
1812 return;
1813
1814 case 1:
1815 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1816 decrease_ob (tmp);
1817 return;
1818
1819 default:
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp));
1821 decrease_ob (tmp);
1822 return;
1823 }
1824}
1825
1826/**
1827 * Actually makes op learn spell.
1828 * Informs player of what happens.
1829 */
1830void
1831do_learn_spell (object *op, object *spell, int special_prayer)
1832{
1833 object *tmp;
1834
1835 if (op->type != PLAYER)
1836 {
1837 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1838 return;
1839 }
1840
1841 /* Upgrade special prayers to normal prayers */
1842 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1843 {
1844 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1845 {
1846 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1847 return;
1848 }
1849 return;
1850 }
1851
1852 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0);
1853 tmp = spell->clone ();
1854 insert_ob_in_ob (tmp, op);
1855
1856 if (special_prayer)
1857 SET_FLAG (tmp, FLAG_STARTEQUIP);
1858
1859 esrv_add_spells (op->contr, tmp);
1860}
1861
1862/**
1863 * Erases spell from player's inventory.
1864 */
1865void
1866do_forget_spell (object *op, const char *spell)
1867{
1868 object *spob;
1869
1870 if (op->type != PLAYER)
1871 {
1872 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1873 return;
1874 }
1875 if ((spob = check_spell_known (op, spell)) == NULL)
1876 {
1877 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1878 return;
1879 }
1880
1881 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell);
1882 player_unready_range_ob (op->contr, spob);
1883 esrv_remove_spell (op->contr, spob);
1884 spob->destroy ();
1885}
1886
1887/**
1888 * Handles player applying a spellbook.
1889 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1890 * stuff like that. Random learning failure too.
1891 */
1892static void
1893apply_spellbook (object *op, object *tmp)
1894{
1895 object *skop, *spell, *spell_skill;
1896
1897 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1898 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1900 return;
1901 }
1902
1903 /* artifact_spellbooks have 'slaying' field point to a spell name,
1904 * instead of having their spell stored in stats.sp. These are
1905 * legacy spellbooks
1906 */
1907
1908 if (tmp->slaying != NULL)
1909 {
1910 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1911 if (!spell)
1912 {
1913 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1914 return;
1915 }
1916 else
1917 insert_ob_in_ob (spell, tmp);
1918 tmp->slaying = NULL;
1919 }
1920
1921 skop = find_skill_by_name (op, tmp->skill);
1922
1923 /* need a literacy skill to learn spells. Also, having a literacy level
1924 * lower than the spell will make learning the spell more difficult */
1925 if (!skop)
1926 {
1927 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails.");
1928 return;
1929 }
1930
1931 spell = tmp->inv;
1932
1933 if (!spell)
1934 {
1935 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1936 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense.");
1937 return;
1938 }
1939
1940 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1941 {
1942 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols.");
1943 return;
1944 }
1945
1946 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1947
1948 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1949 {
1950 identify (tmp);
1951
1952 if (tmp->env)
1953 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1954 else
1955 op->contr->ns->floorbox_update ();
1956 }
1957
1958 /* I removed the check for special_prayer_mark here - it didn't make
1959 * a lot of sense - special prayers are not found in spellbooks, and
1960 * if the player doesn't know the spell, doesn't make a lot of sense that
1961 * they would have a special prayer mark.
1962 */
1963 if (check_spell_known (op, spell->name))
1964 {
1965 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n");
1966 return;
1967 }
1968
1969 if (spell->skill)
1970 {
1971 spell_skill = find_skill_by_name (op, spell->skill);
1972
1973 if (!spell_skill)
1974 {
1975 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill);
1976 return;
1977 }
1978
1979 if (spell_skill->level < spell->level)
1980 {
1981 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
1982 return;
1983 }
1984 }
1985
1986 /* Logic as follows
1987 *
1988 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1989 *
1990 * 2- The learner's skill level in literacy adjusts the chance to learn
1991 * a spell.
1992 *
1993 * 3 -Automatically fail to learn if you read while confused
1994 *
1995 * Overall, chances are the same but a player will find having a high
1996 * literacy rate very useful! -b.t.
1997 */
1998 if (QUERY_FLAG (op, FLAG_CONFUSED))
1999 {
2000 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!");
2001 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2002 }
2003 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2004 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2005 {
2006
2007 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2008 do_learn_spell (op, spell, 0);
2009
2010 /* xp gain to literacy for spell learning */
2011 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2012 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2013 }
2014 else
2015 {
2016 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2017 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2018 }
2019 decrease_ob (tmp);
2020}
2021
2022/**
2023 * Handles applying a spell scroll.
2024 */
2025void
2026apply_scroll (object *op, object *tmp, int dir)
2027{
2028 object *skop;
2029
2030 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2031 {
2032 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
2033 return;
2034 }
2035
2036 if (!tmp->inv || tmp->inv->type != SPELL)
2037 {
2038 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!");
2039 return;
2040 }
2041
2042 if (op->type == PLAYER)
2043 {
2044 /* players need a literacy skill to read stuff! */
2045 int exp_gain = 0;
2046
2047 /* hard code literacy - tmp->skill points to where the exp
2048 * should go for anything killed by the spell.
2049 */
2050 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2051
2052 if (!skop)
2053 {
2054 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
2055 return;
2056 }
2057
2058 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2059 change_exp (op, exp_gain, skop->skill, 0);
2060 }
2061
2062 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2063 identify (tmp);
2064
2065 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2066
2067
2068 cast_spell (op, tmp, dir, tmp->inv, NULL);
2069 decrease_ob (tmp);
2070}
2071
2072/**
2073 * Applies a treasure object - by default, chest. op
2074 * is the person doing the applying, tmp is the treasure
2075 * chest.
2076 */
2077static void
2078apply_treasure (object *op, object *tmp)
2079{
2080 object *treas;
2081
2082
2083 /* Nice side effect of new treasure creation method is that the treasure
2084 * for the chest is done when the chest is created, and put into the chest
2085 * inventory. So that when the chest burns up, the items still exist. Also
2086 * prevents people fromt moving chests to more difficult maps to get better
2087 * treasure
2088 */
2089
2090 treas = tmp->inv;
2091 if (treas == NULL)
2092 {
2093 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2094 decrease_ob (tmp);
2095 return;
2096 }
2097 while (tmp->inv)
2098 {
2099 treas = tmp->inv;
2100
2101 treas->remove ();
2102 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2103
2104 treas->x = op->x;
2105 treas->y = op->y;
2106 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2107
2108 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2109 spring_trap (treas, op);
2110
2111 /* If either player or container was destroyed, no need to do
2112 * further processing. I think this should be enclused with
2113 * spring trap above, as I don't think there is otherwise
2114 * any way for the treasure chest or player to get killed
2115 */
2116 if (op->destroyed () || tmp->destroyed ())
2117 break;
2118 }
2119
2120 if (!tmp->destroyed () && tmp->inv == NULL)
2121 decrease_ob (tmp);
2122
2123}
2124
2125/**
2126 * op eats food.
2127 * If player, takes care of messages and dragon special food.
2128 */
2129static void
2130apply_food (object *op, object *tmp)
2131{
2132 int capacity_remaining;
2133
2134 if (op->type != PLAYER)
2135 op->stats.hp = op->stats.maxhp;
2136 else
2137 {
2138 /* check if this is a dragon (player), eating some flesh */
2139 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2140 ;
2141 else
2142 {
2143 /* usual case - no dragon meal: */
2144 if (op->stats.food + tmp->stats.food > 999)
2145 {
2146 if (tmp->type == FOOD || tmp->type == FLESH)
2147 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2148 else
2149 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2150 }
2151
2152 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2153 {
2154 char buf[MAX_BUF];
2155
2156 if (!is_dragon_pl (op))
2157 {
2158 /* eating message for normal players */
2159 if (tmp->type == DRINK)
2160 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2161 else
2162 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2163 }
2164 else
2165 {
2166 /* eating message for dragon players */
2167 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2168 }
2169
2170 new_draw_info (NDI_UNIQUE, 0, op, buf);
2171 capacity_remaining = 999 - op->stats.food;
2172 op->stats.food += tmp->stats.food;
2173 if (capacity_remaining < tmp->stats.food)
2174 op->stats.hp += capacity_remaining / 50;
2175 else
2176 op->stats.hp += tmp->stats.food / 50;
2177 if (op->stats.hp > op->stats.maxhp)
2178 op->stats.hp = op->stats.maxhp;
2179 if (op->stats.food > 999)
2180 op->stats.food = 999;
2181 }
2182
2183 /* special food hack -b.t. */
2184 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2185 eat_special_food (op, tmp);
2186 }
2187 }
2188 handle_apply_yield (tmp);
2189 decrease_ob (tmp);
2190}
2191
2192/**
2193 * A dragon is eating some flesh. If the flesh contains resistances,
2194 * there is a chance for the dragon's skin to get improved.
2195 *
2196 * attributes:
2197 * object *op the object (dragon player) eating the flesh
2198 * object *meal the flesh item, getting chewed in dragon's mouth
2199 * return:
2200 * int 1 if eating successful, 0 if it doesn't work
2201 */
2202int
2203dragon_eat_flesh (object *op, object *meal)
2204{
2205 object *skin = NULL; /* pointer to dragon skin force */
2206 object *abil = NULL; /* pointer to dragon ability force */
2207 object *tmp = NULL; /* tmp. object */
2208
2209 char buf[MAX_BUF]; /* tmp. string buffer */
2210 double chance; /* improvement-chance of one resistance type */
2211 double totalchance = 1; /* total chance of gaining one resistance */
2212 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2213 double mbonus = 0; /* monster bonus */
2214 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2215 int winners = 0; /* number of winners */
2216 int i; /* index */
2217
2218 /* let's make sure and doublecheck the parameters */
2219 if (meal->type != FLESH || !is_dragon_pl (op))
2220 return 0;
2221
2222 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2223 from the player's inventory */
2224 shstr_cmp dragon_ability_force ("dragon_ability_force");
2225 shstr_cmp dragon_skin_force ("dragon_skin_force");
2226
2227 for (tmp = op->inv; tmp; tmp = tmp->below)
2228 if (tmp->type == FORCE)
2229 if (tmp->arch->name == dragon_skin_force)
2230 skin = tmp;
2231 else if (tmp->arch->name == dragon_ability_force)
2232 abil = tmp;
2233
2234 /* if either skin or ability are missing, this is an old player
2235 which is not to be considered a dragon -> bail out */
2236 if (skin == NULL || abil == NULL)
2237 return 0;
2238
2239 /* now start by filling stomache and health, according to food-value */
2240 if ((999 - op->stats.food) < meal->stats.food)
2241 op->stats.hp += (999 - op->stats.food) / 50;
2242 else
2243 op->stats.hp += meal->stats.food / 50;
2244 if (op->stats.hp > op->stats.maxhp)
2245 op->stats.hp = op->stats.maxhp;
2246
2247 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2248
2249 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2250
2251 /* on to the interesting part: chances for adding resistance */
2252 for (i = 0; i < NROFATTACKS; i++)
2253 {
2254 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2255 {
2256 /* got positive resistance, now calculate improvement chance (0-100) */
2257
2258 /* this bonus makes resistance increase easier at lower levels */
2259 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2260 if (i == abil->stats.exp)
2261 bonus += 5; /* additional bonus for resistance of ability-focus */
2262
2263 /* monster bonus increases with level, because high-level
2264 flesh is too rare */
2265 mbonus = op->level * 20. / ((double) settings.max_level);
2266
2267 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2268 ((double) settings.max_level)) - skin->resist[i];
2269
2270 if (chance >= 0.)
2271 chance += 1.;
2272 else
2273 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2274
2275 /* chance is proportional to amount of resistance (max. 50) */
2276 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2277
2278 /* doubled chance for resistance of ability-focus */
2279 if (i == abil->stats.exp)
2280 chance = MIN (100., chance * 2.);
2281
2282 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2283 if (rndm (10000) < (int) (chance * 100))
2284 {
2285 atnr_winner[winners] = i;
2286 winners++;
2287 }
2288
2289 if (chance >= 0.01)
2290 totalchance *= 1 - chance / 100;
2291
2292 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2293 }
2294 }
2295
2296 /* inverse totalchance as until now we have the failure-chance */
2297 totalchance = 100 - totalchance * 100;
2298 /* print message according to totalchance */
2299 if (totalchance > 50.)
2300 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name);
2301 else if (totalchance > 10.)
2302 sprintf (buf, "The %s tasted very good.", &meal->name);
2303 else if (totalchance > 1.)
2304 sprintf (buf, "The %s tasted good.", &meal->name);
2305 else if (totalchance > 0.1)
2306 sprintf (buf, "The %s tasted bland.", &meal->name);
2307 else if (totalchance >= 0.01)
2308 sprintf (buf, "The %s had a boring taste.", &meal->name);
2309 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2310 sprintf (buf, "The %s tasted strange.", &meal->name);
2311 else
2312 sprintf (buf, "The %s had no taste.", &meal->name);
2313 new_draw_info (NDI_UNIQUE, 0, op, buf);
2314
2315 /* now choose a winner if we have any */
2316 i = -1;
2317 if (winners > 0)
2318 i = atnr_winner[RANDOM () % winners];
2319
2320 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2321 {
2322 /* resistance increased! */
2323 skin->resist[i]++;
2324 op->update_stats ();
2325
2326 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2327 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2328 }
2329
2330 /* if this flesh contains a new ability focus, we mark it
2331 into the ability_force and it will take effect on next level */
2332 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2333 {
2334 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2335
2336 if (meal->last_eat != abil->stats.exp)
2337 {
2338 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2339 new_draw_info (NDI_UNIQUE, 0, op, buf);
2340 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2341 new_draw_info (NDI_UNIQUE, 0, op, buf);
2342 }
2343 else
2344 {
2345 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 abil->last_eat = 0;
2348 }
2349 }
2350 return 1;
2351}
2352
2353/**
2354 * Handles applying an improve armor scroll.
2355 * Does some sanity checks, then calls improve_armour.
2356 */
2357static void
2358apply_armour_improver (object *op, object *tmp)
2359{
2360 object *armor;
2361
2362 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2363 {
2364 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2365 return;
2366 }
2367
2368 armor = find_marked_object (op);
2369
2370 if (!armor)
2371 {
2372 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2373 return;
2374 }
2375
2376 if (armor->type != ARMOUR
2377 && armor->type != CLOAK
2378 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2379 {
2380 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2381 return;
2382 }
2383
2384 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2385 improve_armour (op, tmp, armor);
2386}
2387
2388extern void
2389apply_poison (object *op, object *tmp)
2390{
2391 if (op->type == PLAYER)
2392 {
2393 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2394 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2395 strcpy (op->contr->killer, "poisonous booze");
2396 }
2397 if (tmp->stats.hp > 0)
2398 {
2399 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2400 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2401 }
2402 op->stats.food -= op->stats.food / 4;
2403 handle_apply_yield (tmp);
2404 decrease_ob (tmp);
2405}
2406
2407/**
2408 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2409 * A valid 2 way exit means:
2410 * -You can come back (there is another exit at the other side)
2411 * -You are
2412 * ° the owner of the exit
2413 * ° or in the same party as the owner
2414 *
2415 * Note: a owner in a 2 way exit is saved as the owner's name
2416 * in the field exit->name cause the field exit->owner doesn't
2417 * survive in the swapping (in fact the whole exit doesn't survive).
2418 */
2419int
2420is_legal_2ways_exit (object *op, object *exit)
2421{
2422 if (exit->stats.exp != 1)
2423 return 1; /*This is not a 2 way, so it is legal */
2424
2425#if 0 //TODO
2426 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2427 return 0; /* This is a reset town portal */
2428#endif
2429
2430 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2431
2432 if (exitmap)
2433 {
2434 exitmap->load_sync ();
2435
2436 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2437
2438 if (!tmp)
2439 return 0;
2440
2441 for (; tmp; tmp = tmp->above)
2442 {
2443 if (tmp->type != EXIT)
2444 continue; /*Not an exit */
2445
2446 if (!EXIT_PATH (tmp))
2447 continue; /*Not a valid exit */
2448
2449 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2450 continue; /*Not in the same place */
2451
2452 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2453 continue; /*Not in the same map */
2454
2455 /* From here we have found the exit is valid. However we do
2456 * here the check of the exit owner. It is important for the
2457 * town portals to prevent strangers from visiting your appartments
2458 */
2459 if (!exit->race)
2460 return 1; /*No owner, free for all! */
2461
2462 object *exit_owner = 0;
2463
2464 for_all_players (pp)
2465 {
2466 if (!pp->ob)
2467 continue;
2468
2469 if (pp->ob->name != exit->race)
2470 continue;
2471
2472 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2473 break;
2474 }
2475
2476 if (!exit_owner)
2477 return 0; /* No more owner */
2478
2479 if (exit_owner->contr == op->contr)
2480 return 1; /*It is your exit */
2481
2482 if (exit_owner && /*There is a owner */
2483 (op->contr) && /*A player tries to pass */
2484 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2485 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2486 return 0;
2487
2488 return 1;
2489 }
2490 }
2491
2492 return 0;
2493}
2494
2495
2496/**
2497 * Main apply handler.
2498 *
2499 * Checks for unpaid items before applying.
2500 *
2501 * Return value:
2502 * 0: player or monster can't apply objects of that type
2503 * 1: has been applied, or there was an error applying the object
2504 * 2: objects of that type can't be applied if not in inventory
2505 *
2506 * op is the object that is causing object to be applied, tmp is the object
2507 * being applied.
2508 *
2509 * aflag is special (always apply/unapply) flags. Nothing is done with
2510 * them in this function - they are passed to apply_special
2511 */
2512
2513int
2514manual_apply (object *op, object *tmp, int aflag)
2515{
2516 if (tmp->head)
2517 tmp = tmp->head;
2518
2519 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2520 {
2521 if (op->type == PLAYER)
2522 {
2523 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2524 return 1;
2525 }
2526 else
2527 return 0; /* monsters just skip unpaid items */
2528 }
2529
2530 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2531 return RESULT_INT (0);
2532
2533 switch (tmp->type)
2534 {
2535 case CF_HANDLE:
2536 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2537 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2538 tmp->value = tmp->value ? 0 : 1;
2539 SET_ANIMATION (tmp, tmp->value);
2540 update_object (tmp, UP_OBJ_FACE);
2541 push_button (tmp);
2542 return 1;
2543
2544 case TRIGGER:
2545 if (check_trigger (tmp, op))
2546 {
2547 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2548 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2549 }
2550 else
2551 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2552
2553 return 1;
2554
2555 case EXIT:
2556 if (op->type != PLAYER)
2557 return 0;
2558
2559 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2560 {
2561 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2562 }
2563 else
2564 {
2565 /* Don't display messages for random maps. */
2566 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2567 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2568
2569 op->enter_exit (tmp);
2570 }
2571 return 1;
2572
2573 case SIGN:
2574 apply_sign (op, tmp, 0);
2575 return 1;
2576
2577 case BOOK:
2578 if (op->type == PLAYER)
2579 {
2580 apply_book (op, tmp);
2581 return 1;
2582 }
2583 else
2584 {
2585 return 0;
2586 }
2587
2588 case SKILLSCROLL:
2589 if (op->type == PLAYER)
2590 {
2591 apply_skillscroll (op, tmp);
2592 return 1;
2593 }
2594 return 0;
2595
2596 case SPELLBOOK:
2597 if (op->type == PLAYER)
2598 {
2599 apply_spellbook (op, tmp);
2600 return 1;
2601 }
2602 return 0;
2603
2604 case SCROLL:
2605 apply_scroll (op, tmp, 0);
2606 return 1;
2607
2608 case POTION:
2609 (void) apply_potion (op, tmp);
2610 return 1;
2611
2612 /* Eneq(@csd.uu.se): Handle apply on containers. */
2613 case CLOSE_CON:
2614 if (op->type == PLAYER)
2615 (void) esrv_apply_container (op, tmp->env);
2616 else
2617 (void) apply_container (op, tmp->env);
2618 return 1;
2619
2620 case CONTAINER:
2621 if (op->type == PLAYER)
2622 (void) esrv_apply_container (op, tmp);
2623 else
2624 (void) apply_container (op, tmp);
2625 return 1;
2626
2627 case TREASURE:
2628 if (op->type == PLAYER)
2629 {
2630 apply_treasure (op, tmp);
2631 return 1;
2632 }
2633 else
2634 {
2635 return 0;
2636 }
2637
2638 case WEAPON:
2639 case ARMOUR:
2640 case BOOTS:
2641 case GLOVES:
2642 case AMULET:
2643 case GIRDLE:
2644 case BRACERS:
2645 case SHIELD:
2646 case HELMET:
2647 case RING:
2648 case CLOAK:
2649 case WAND:
2650 case ROD:
2651 case HORN:
2652 case SKILL:
2653 case BOW:
2654 case LAMP:
2655 case BUILDER:
2656 case SKILL_TOOL:
2657 if (tmp->env != op)
2658 return 2; /* not in inventory */
2659 (void) apply_special (op, tmp, aflag);
2660 return 1;
2661
2662 case DRINK:
2663 case FOOD:
2664 case FLESH:
2665 apply_food (op, tmp);
2666 return 1;
2667
2668 case POISON:
2669 apply_poison (op, tmp);
2670 return 1;
2671
2672 case SAVEBED:
2673 return 1;
2674
2675 case ARMOUR_IMPROVER:
2676 if (op->type == PLAYER)
2677 {
2678 apply_armour_improver (op, tmp);
2679 return 1;
2680 }
2681 else
2682 return 0;
2683
2684 case WEAPON_IMPROVER:
2685 (void) check_improve_weapon (op, tmp);
2686 return 1;
2687
2688 case CLOCK:
2689 if (op->type == PLAYER)
2690 {
2691 char buf[MAX_BUF];
2692 timeofday_t tod;
2693
2694 get_tod (&tod);
2695 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2696 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2697 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2698 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2699 new_draw_info (NDI_UNIQUE, 0, op, buf);
2700 return 1;
2701 }
2702 else
2703 {
2704 return 0;
2705 }
2706
2707 case MENU:
2708 if (op->type == PLAYER)
2709 {
2710 shop_listing (op);
2711 return 1;
2712 }
2713 else
2714 {
2715 return 0;
2716 }
2717
2718 case POWER_CRYSTAL:
2719 apply_power_crystal (op, tmp); /* see egoitem.c */
2720 return 1;
2721
2722 case LIGHTER: /* for lighting torches/lanterns/etc */
2723 if (op->type == PLAYER)
2724 {
2725 apply_lighter (op, tmp);
2726 return 1;
2727 }
2728 else
2729 {
2730 return 0;
2731 }
2732
2733 case ITEM_TRANSFORMER:
2734 apply_item_transformer (op, tmp);
2735 return 1;
2736
2737 default:
2738 return 0;
2739 }
2740}
2741
2742
2743/* quiet suppresses the "don't know how to apply" and "you must get it first"
2744 * messages as needed by player_apply_below(). But there can still be
2745 * "but you are floating high above the ground" messages.
2746 *
2747 * Same return value as apply() function.
2748 */
2749int
2750player_apply (object *pl, object *op, int aflag, int quiet)
2751{
2752 int tmp;
2753
2754 if (op->env == NULL && (pl->move_type & MOVE_FLYING))
2755 {
2756 /* player is flying and applying object not in inventory */
2757 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2758 {
2759 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2760 return 0;
2761 }
2762 }
2763
2764 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2765 * applied.
2766 */
2767 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2768 {
2769 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2770 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2771 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2772 op->destroy ();
2773 return 1;
2774 }
2775
2776 pl->contr->last_used = op;
2777
2778 tmp = manual_apply (pl, op, aflag);
2779 if (!quiet)
2780 {
2781 if (tmp == 0)
2782 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2783 else if (tmp == 2)
2784 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2785 }
2786 return tmp;
2787}
2788
2789/**
2790 * player_apply_below attempts to apply the object 'below' the player.
2791 * If the player has an open container, we use that for below, otherwise
2792 * we use the ground.
2793 */
2794
2795void
2796player_apply_below (object *pl)
2797{
2798 object *tmp, *next;
2799 int floors;
2800
2801 /* If using a container, set the starting item to be the top
2802 * item in the container. Otherwise, use the map.
2803 */
2804 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2805
2806 /* This is perhaps more complicated. However, I want to make sure that
2807 * we don't use a corrupt pointer for the next object, so we get the
2808 * next object in the stack before applying. This is can only be a
2809 * problem if player_apply() has a bug in that it uses the object but does
2810 * not return a proper value.
2811 */
2812 for (floors = 0; tmp != NULL; tmp = next)
2813 {
2814 next = tmp->below;
2815 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2816 floors++;
2817 else if (floors > 0)
2818 return; /* process only floor objects after first floor object */
2819
2820 /* If it is visible, player can apply it. If it is applied by
2821 * person moving on it, also activate. Added code to make it
2822 * so that at least one of players movement types be that which
2823 * the item needs.
2824 */
2825 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2826 {
2827 if (player_apply (pl, tmp, 0, 1) == 1)
2828 return;
2829 }
2830 if (floors >= 2)
2831 return; /* process at most two floor objects */
2832 }
2833} 1027}
2834 1028
2835/** 1029/**
2836 * Unapplies specified item. 1030 * Unapplies specified item.
2837 * No check done on cursed/damned. 1031 * No check done on cursed/damned.
2838 * Break this out of apply_special - this is just done 1032 * Break this out of apply_special - this is just done
2839 * to keep the size of apply_special to a more managable size. 1033 * to keep the size of apply_special to a more managable size.
2840 */ 1034 */
2841static int 1035static bool
2842unapply_special (object *who, object *op, int aflags) 1036unapply_special (object *who, object *op, int aflags)
2843{ 1037{
2844 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 1038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
1039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2845 return RESULT_INT (0); 1040 return RESULT_INT (0);
2846 1041
2847 object *tmp2; 1042 if (who->current_weapon == op)
1043 who->current_weapon = 0;
2848 1044
2849 CLEAR_FLAG (op, FLAG_APPLIED); 1045 op->flag [FLAG_APPLIED] = false;
1046
2850 switch (op->type) 1047 switch (op->type)
2851 { 1048 {
1049 case SKILL:
1050 if (player *pl = who->contr)
1051 if (op->invisible)
1052 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
1053 else
1054 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
1055
1056 change_abil (who, op);
1057 who->flag [FLAG_READY_SKILL] = false;
1058 break;
1059
2852 case WEAPON: 1060 case WEAPON:
2853 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 1061 who->statusmsg (format ("You unwield %s.", query_name (op)));
2854
2855 (void) change_abil (who, op); 1062 change_abil (who, op);
2856 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 1063 who->flag [FLAG_READY_WEAPON] = false;
2857 CLEAR_FLAG (who, FLAG_READY_WEAPON); 1064
2858 clear_skill (who); 1065 // unapplying a weapon or skill tool should also unapply the skill it governs
1066 // but this is hard, as it shouldn't do so when the skill can
1067 // be used for other reasons
1068 //TODO: really?
1069 if (who->chosen_skill)
1070 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
1071 unapply_special (who, who->chosen_skill, 0);
1072
2859 break; 1073 break;
2860 1074
2861 case SKILL: /* allows objects to impart skills */ 1075 case RANGED:
2862 case SKILL_TOOL: 1076 case BOW:
2863 if (op != who->chosen_skill) 1077 case WAND:
1078 case ROD:
1079 case HORN:
1080 if (player *pl = who->contr)
2864 { 1081 {
2865 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 1082 who->statusmsg (format ("You unready %s.", query_name (op)));
1083 change_abil (who, op);
2866 } 1084 }
2867 if (who->type == PLAYER) 1085 else
2868 { 1086 {
2869 if (who->contr->shoottype == range_skill) 1087 if (op->type == BOW)
2870 who->contr->shoottype = range_none; 1088 op->flag [FLAG_READY_BOW ] = false;
2871 if (!op->invisible)
2872 {
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2874 }
2875 else 1089 else
2876 { 1090 op->flag [FLAG_READY_RANGE] = false;
2877 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2878 }
2879 } 1091 }
2880 (void) change_abil (who, op); 1092
2881 who->chosen_skill = NULL;
2882 CLEAR_FLAG (who, FLAG_READY_SKILL);
2883 break; 1093 break;
2884 1094
2885 case ARMOUR: 1095 case ARMOUR:
2886 case HELMET: 1096 case HELMET:
2887 case SHIELD: 1097 case SHIELD:
2890 case GLOVES: 1100 case GLOVES:
2891 case AMULET: 1101 case AMULET:
2892 case GIRDLE: 1102 case GIRDLE:
2893 case BRACERS: 1103 case BRACERS:
2894 case CLOAK: 1104 case CLOAK:
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 1105 who->statusmsg (format ("You unwear %s.", query_name (op)));
2896 (void) change_abil (who, op); 1106 change_abil (who, op);
2897 break; 1107 break;
1108
2898 case LAMP: 1109 case SPELL:
2899 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 1110 case BUILDER:
2900 tmp2 = arch_to_object (op->other_arch); 1111 who->statusmsg (format ("You unready %s.", query_name (op)));
2901 tmp2->x = op->x;
2902 tmp2->y = op->y;
2903 tmp2->map = op->map;
2904 tmp2->below = op->below;
2905 tmp2->above = op->above;
2906 tmp2->stats.food = op->stats.food;
2907 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2908
2909 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2910 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2911
2912 if (who->type == PLAYER)
2913 esrv_del_item (who->contr, op->count);
2914
2915 op->destroy ();
2916 insert_ob_in_ob (tmp2, who);
2917 who->update_stats ();
2918 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2919 {
2920 if (who->type == PLAYER)
2921 {
2922 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2923 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2924 }
2925 }
2926 if (who->type == PLAYER)
2927 esrv_send_item (who, tmp2);
2928 return 1; /* otherwise, an attempt to drop causes problems */
2929 break; 1112 break;
2930 case BOW: 1113
2931 case WAND: 1114 //case SKILL_TOOL://TODO
2932 case ROD: 1115 default:
2933 case HORN: 1116 who->statusmsg (format ("You unapply %s.", query_name (op)));
2934 clear_skill (who);
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2936 if (who->type == PLAYER)
2937 {
2938 who->contr->shoottype = range_none;
2939 }
2940 else
2941 {
2942 if (op->type == BOW)
2943 CLEAR_FLAG (who, FLAG_READY_BOW);
2944 else
2945 CLEAR_FLAG (who, FLAG_READY_RANGE);
2946 }
2947 break; 1117 break;
2948
2949 case BUILDER:
2950 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2951 who->contr->shoottype = range_none;
2952 who->contr->ranges[range_builder] = NULL;
2953 break;
2954
2955 default:
2956 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2957 break;
2958 } 1118 }
1119
1120 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
1121 if (object *pl = op->visible_to ())
1122 esrv_send_item (pl, op);
2959 1123
2960 who->update_stats (); 1124 who->update_stats ();
2961 1125
2962 if (!(aflags & AP_NO_MERGE))
2963 {
2964 object *tmp;
2965
2966 tmp = merge_ob (op, NULL);
2967 if (who->type == PLAYER)
2968 {
2969 if (tmp)
2970 { /* it was merged */
2971 esrv_del_item (who->contr, op->count);
2972 op = tmp;
2973 }
2974
2975 esrv_send_item (who, op);
2976 }
2977 }
2978 return 0; 1126 return 1;
2979} 1127}
2980 1128
2981/** 1129/**
2982 * Returns the object that is using location 'loc'. 1130 * Returns the object that is using location 'loc'.
2983 * Note that 'start' is the first object to start examing - we 1131 * Note that 'start' is the first object to start examing - we
2984 * then go through the below of this. In this way, you can do 1132 * then go through the below of this. In this way, you can do
2985 * something like: 1133 * something like:
2986 * tmp = get_item_from_body_location(who->inv, 1); 1134 * tmp = get_next_item_from_body_location(who->inv, 1);
2987 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 1135 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2988 * to find the second object that may use this location, etc. 1136 * to find the second object that may use this location, etc.
2989 * Returns NULL if no match is found. 1137 * Returns NULL if no match is found.
2990 * loc is the index into the array we are looking for a match. 1138 * loc is the index into the array we are looking for a match.
2991 * don't return invisible objects unless they are skill objects 1139 * don't return invisible objects unless they are skill objects
2992 * invisible other objects that use 1140 * invisible other objects that use
2993 * up body locations can be used as restrictions. 1141 * up body locations can be used as restrictions.
2994 */ 1142 */
2995object * 1143static object *
2996get_item_from_body_location (object *start, int loc) 1144get_next_item_from_body_location (int loc, object *start)
2997{ 1145{
2998 object *tmp;
2999
3000 if (!start)
3001 return NULL;
3002
3003 for (tmp = start; tmp; tmp = tmp->below) 1146 for (object *tmp = start; tmp; tmp = tmp->below)
3004 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 1147 if (tmp->flag [FLAG_APPLIED]
1148 && tmp->slot [loc].info
1149 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3005 return tmp; 1150 return tmp;
3006 1151
3007 return NULL; 1152 return 0;
3008} 1153}
3009
3010
3011 1154
3012/** 1155/**
3013 * 'op' wants to apply an object, but can't because of other equipment. 1156 * 'op' wants to apply an object, but can't because of other equipment.
3014 * This should only be called when it is known 1157 * This should only be called when it is known
3015 * that there are objects to unapply. This makes pretty heavy 1158 * that there are objects to unapply. This makes pretty heavy
3018 * Returns 0 on success, returns 1 if there is some problem. 1161 * Returns 0 on success, returns 1 if there is some problem.
3019 * if aflags is AP_PRINT, we instead print out waht to unapply 1162 * if aflags is AP_PRINT, we instead print out waht to unapply
3020 * instead of doing it. This is a lot less code than having 1163 * instead of doing it. This is a lot less code than having
3021 * another function that does just that. 1164 * another function that does just that.
3022 */ 1165 */
3023int 1166
1167#define CANNOT_REMOVE_CURSED \
1168 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
1169 "Praying over an altar, scrolls of remove curse/damnation, " \
1170 "priests or even other players might help.>"
1171
1172static bool
3024unapply_for_ob (object *who, object *op, int aflags) 1173unapply_for_ob (object *who, object *op, int aflags)
3025{ 1174{
3026 int i; 1175 if (op->is_range ())
3027 object *tmp = NULL, *last;
3028
3029 /* If we are applying a shield or weapon, unapply any equipped shield
3030 * or weapons first - only allowed to use one weapon/shield at a time.
3031 */
3032 if (op->type == WEAPON || op->type == SHIELD)
3033 {
3034 for (tmp = who->inv; tmp; tmp = tmp->below) 1176 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3035 { 1177 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
3036 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1178 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]))
3037 { 1179 {
3038 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3039 {
3040 if (aflags & AP_PRINT) 1180 if (aflags & AP_PRINT)
3041 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1181 who->failmsg (query_name (tmp));
3042 else 1182 else
3043 unapply_special (who, tmp, aflags); 1183 unapply_special (who, tmp, aflags);
3044 } 1184 }
3045 else 1185 else
3046 { 1186 {
3047 /* In this case, we want to try and remove a cursed item. 1187 /* In this case, we want to try and remove a cursed item.
3048 * While we know it won't work, we want unapply_special to 1188 * While we know it won't work, we want unapply_special to
3049 * at least generate the message. 1189 * at least generate the message.
3050 */ 1190 */
3051 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 1191 who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp));
3052 return 1; 1192 return 1;
3053 }
3054
3055 } 1193 }
3056 }
3057 }
3058 1194
3059 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1195 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3060 { 1196 {
3061 /* this used up a slot that we need to free */ 1197 /* this used up a slot that we need to free */
3062 if (op->body_info[i]) 1198 if (op->slot[i].info)
3063 { 1199 {
3064 last = who->inv; 1200 object *last = who->inv;
3065 1201
3066 /* We do a while loop - may need to remove several items in order 1202 /* We do a while loop - may need to remove several items in order
3067 * to free up enough slots. 1203 * to free up enough slots.
3068 */ 1204 */
3069 while ((who->body_used[i] + op->body_info[i]) < 0) 1205 while ((who->slot[i].used + op->slot[i].info) < 0)
3070 { 1206 {
3071 tmp = get_item_from_body_location (last, i); 1207 object *tmp = get_next_item_from_body_location (i, last);
1208
3072 if (!tmp) 1209 if (!tmp)
3073 { 1210 {
3074#if 0 1211#if 0
3075 /* Not a bug - we'll get this if the player has cursed items 1212 /* Not a bug - we'll get this if the player has cursed items
3076 * equipped. 1213 * equipped.
3077 */ 1214 */
3078 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 1215 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3079#endif 1216#endif
3080 return 1; 1217 return 1;
3081 } 1218 }
1219
3082 /* If we are just printing, we don't care about cursed status */ 1220 /* If we are just printing, we don't care about cursed status */
3083 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 1221 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])))
3084 { 1222 {
3085 if (aflags & AP_PRINT) 1223 if (aflags & AP_PRINT)
3086 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 1224 who->failmsg (query_name (tmp));
3087 else 1225 else
3088 unapply_special (who, tmp, aflags); 1226 unapply_special (who, tmp, aflags);
3089 } 1227 }
3090 else 1228 else
3091 { 1229 {
3092 /* Cursed item that we can't unequip - tell the player. 1230 /* Cursed item that we can't unequip - tell the player.
3093 * Note this could be annoying if this is just one of a few, 1231 * Note this could be annoying if this is just one of a few,
3094 * so it may not be critical (eg, putting on a ring and you have 1232 * so it may not be critical (eg, putting on a ring and you have
3095 * one cursed ring.) 1233 * one cursed ring.)
3096 */ 1234 */
3097 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 1235 who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3098 } 1236 }
1237
3099 last = tmp->below; 1238 last = tmp->below;
3100 } 1239 }
3101 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 1240 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3102 * return in the !tmp would have kicked in. 1241 * return in the !tmp would have kicked in.
3103 */ 1242 */
3104 } /* if op is using this body location */ 1243 } /* if op is using this body location */
3105 } /* for body lcoations */ 1244 } /* for body lcoations */
1245
3106 return 0; 1246 return 0;
3107} 1247}
3108 1248
3109/** 1249/**
3110 * Checks to see if 'who' can apply object 'op'. 1250 * Checks to see if 'who' can apply object 'op'.
3111 * Returns 0 if apply can be done without anything special. 1251 * Returns 0 if apply can be done without anything special.
3112 * Otherwise returns a bitmask - potentially several of these may be 1252 * Otherwise returns a bitmask - potentially several of these may be
3113 * set, but largely depends on circumstance - in the future, processing 1253 * set, but largely depends on circumstance - in the future, processing
3114 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 1254 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3115 * is set, do we really are what the other flags may be?) 1255 * is set, do we really care what the other flags may be?)
3116 * 1256 *
3117 * See include/define.h for detailed description of the meaning of 1257 * See include/define.h for detailed description of the meaning of
3118 * these return values. 1258 * these return values.
3119 */ 1259 */
3120int 1260int
3121can_apply_object (object *who, object *op) 1261can_apply_object (object *who, object *op)
3122{ 1262{
3123 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 1263 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3124 return RESULT_INT (0); 1264 return RESULT_INT (0);
3125 1265
3126 int i, retval = 0; 1266 int retval = 0;
3127 object *tmp = NULL, *ws = NULL; 1267 object *tmp = 0, *ws = 0;
3128 1268
3129 /* Players have 2 'arm's, so they could in theory equip 2 shields or 1269 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3130 * 2 weapons, but we don't want to let them do that. So if they are
3131 * trying to equip a weapon or shield, see if they already have one
3132 * in place and store that way.
3133 */
3134 if (op->type == WEAPON || op->type == SHIELD)
3135 { 1270 {
3136 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 1271 if (op->slot[i].info)
3137 { 1272 {
3138 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 1273 /* Item uses more slots than we have */
1274 if (who->slot[i].info + op->slot [i].info < 0)
3139 { 1275 {
3140 retval = CAN_APPLY_UNAPPLY;
3141 ws = tmp;
3142 }
3143 }
3144 }
3145
3146
3147 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3148 {
3149 if (op->body_info[i])
3150 {
3151 /* Item uses more slots than we have */
3152 if (FABS (op->body_info[i]) > who->body_info[i])
3153 {
3154 /* Could return now for efficiently - rest of info below isn' 1276 /* Could return now for efficiency - rest of info below isn't
3155 * really needed. 1277 * really needed.
3156 */ 1278 */
3157 retval |= CAN_APPLY_NEVER; 1279 retval |= CAN_APPLY_NEVER;
3158 } 1280 }
3159 else if ((who->body_used[i] + op->body_info[i]) < 0) 1281 else if (who->slot[i].used + op->slot[i].info < 0)
3160 { 1282 {
3161 /* in this case, equipping this would use more free spots than 1283 /* in this case, equipping this would use more free spots than
3162 * we have. 1284 * we have.
3163 */ 1285 */
3164 object *tmp1;
3165
3166 1286
3167 /* if we have an applied weapon/shield, and unapply it would free 1287 /* if we have an applied weapon/shield, and unapply it would free
3168 * enough slots to equip the new item, then just set this can 1288 * enough slots to equip the new item, then just set "can
3169 * continue. We don't care about the logic below - if you have 1289 * apply unapply". We don't care about the logic below - if you have a
3170 * shield equipped and try to equip another shield, there is only 1290 * shield equipped and try to equip another shield, there is only
3171 * one choice. However, the check for the number of body locations 1291 * one choice. However, the check for the number of body locations
3172 * does take into the account cases where what is being applied 1292 * does take into the account cases where what is being applied
3173 * may be two handed for example. 1293 * may be two handed for example.
3174 */ 1294 */
3175 if (ws) 1295 if (ws)
3176 { 1296 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3177 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3178 { 1297 {
3179 retval |= CAN_APPLY_UNAPPLY; 1298 retval |= CAN_APPLY_UNAPPLY;
3180 continue; 1299 continue;
3181 } 1300 }
3182 }
3183 1301
3184 tmp1 = get_item_from_body_location (who->inv, i); 1302 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3185 if (!tmp1) 1303 if (!tmp1)
3186 {
3187#if 0
3188 /* This is sort of an error, but happens a lot when old players
3189 * join in with more stuff equipped than they are now allowed.
3190 */
3191 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3192#endif
3193 retval |= CAN_APPLY_NEVER; 1304 retval |= CAN_APPLY_NEVER;
3194 }
3195 else 1305 else
3196 { 1306 {
3197 /* need to unapply something. However, if this something 1307 /* need to unapply something. However, if this something
3198 * is different than we had found before, it means they need 1308 * is different than we had found before, it means they need
3199 * to apply multiple objects 1309 * to apply multiple objects
3200 */ 1310 */
3201 retval |= CAN_APPLY_UNAPPLY; 1311 retval |= CAN_APPLY_UNAPPLY;
1312
3202 if (!tmp) 1313 if (!tmp)
3203 tmp = tmp1; 1314 tmp = tmp1;
3204 else if (tmp != tmp1) 1315 else if (tmp != tmp1)
3205 {
3206 retval |= CAN_APPLY_UNAPPLY_MULT; 1316 retval |= CAN_APPLY_UNAPPLY_MULT;
3207 } 1317
3208 /* This object isn't using up all the slots, so there must 1318 /* This object isn't using up all the slots, so there must
3209 * be another. If so, and it the new item doesn't need all 1319 * be another. If so, and it the new item doesn't need all
3210 * the slots, the player then has a choice. 1320 * the slots, the player then has a choice.
3211 */ 1321 */
3212 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 1322 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
1323 && abs (op->slot[i].info) < who->slot[i].info)
3213 retval |= CAN_APPLY_UNAPPLY_CHOICE; 1324 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3214 1325
3215 /* Does unequippint 'tmp1' free up enough slots for this to be 1326 /* Does unequippint 'tmp1' free up enough slots for this to be
3216 * equipped? If not, there must be something else to unapply. 1327 * equipped? If not, there must be something else to unapply.
3217 */ 1328 */
3218 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 1329 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3219 retval |= CAN_APPLY_UNAPPLY_MULT; 1330 retval |= CAN_APPLY_UNAPPLY_MULT;
3220
3221 } 1331 }
3222 } /* if not enough free slots */ 1332 } /* if not enough free slots */
3223 } /* if this object uses location i */ 1333 } /* if this object uses location i */
3224 } /* for i -> num_body_locations loop */ 1334 } /* for i -> num_body_locations loop */
3225 1335
3228 * the weapon/shield checks, and the range checks for monsters, 1338 * the weapon/shield checks, and the range checks for monsters,
3229 * because you can't control those just by body location - bows, shields, 1339 * because you can't control those just by body location - bows, shields,
3230 * and weapons all use the same slot. Similar for horn/rod/wand - they 1340 * and weapons all use the same slot. Similar for horn/rod/wand - they
3231 * all use the same location. 1341 * all use the same location.
3232 */ 1342 */
3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 1343 if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON])
3234 retval |= CAN_APPLY_RESTRICTION; 1344 retval |= CAN_APPLY_RESTRICTION;
1345
3235 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 1346 if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD])
3236 retval |= CAN_APPLY_RESTRICTION; 1347 retval |= CAN_APPLY_RESTRICTION;
3237 1348
3238
3239 if (who->type != PLAYER) 1349 if (who->type != PLAYER)
3240 { 1350 {
3241 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 1351 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE])
3242 retval |= CAN_APPLY_RESTRICTION; 1352 retval |= CAN_APPLY_RESTRICTION;
1353
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1354 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3244 retval |= CAN_APPLY_RESTRICTION; 1355 retval |= CAN_APPLY_RESTRICTION;
1356
3245 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 1357 if (op->type == RING && !who->flag [FLAG_USE_RING])
3246 retval |= CAN_APPLY_RESTRICTION; 1358 retval |= CAN_APPLY_RESTRICTION;
1359
3247 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 1360 if (op->type == BOW && !who->flag [FLAG_USE_BOW])
3248 retval |= CAN_APPLY_RESTRICTION; 1361 retval |= CAN_APPLY_RESTRICTION;
3249 } 1362 }
1363
3250 return retval; 1364 return retval;
3251} 1365}
3252
3253
3254 1366
3255/** 1367/**
3256 * who is the object using the object. It can be a monster. 1368 * who is the object using the object. It can be a monster.
3257 * op is the object they are using. op is an equipment type item, 1369 * op is the object they are using. op is an equipment type item,
3258 * eg, one which you put on and keep on for a while, and not something 1370 * eg, one which you put on and keep on for a while, and not something
3267 * AP_UNAPPLY=always unapply). 1379 * AP_UNAPPLY=always unapply).
3268 * 1380 *
3269 * Optional flags: 1381 * Optional flags:
3270 * AP_NO_MERGE: don't merge an unapplied object with other objects 1382 * AP_NO_MERGE: don't merge an unapplied object with other objects
3271 * AP_IGNORE_CURSE: unapply cursed items 1383 * AP_IGNORE_CURSE: unapply cursed items
1384 * AP_NO_READY: do not ready skills when applying skill tools
3272 * 1385 *
3273 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 1386 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3274 * 1387 *
3275 * apply_special() doesn't check for unpaid items. 1388 * apply_special() doesn't check for unpaid items.
3276 */ 1389 */
3277int 1390
1391#define LACK_ITEM_POWER \
1392 " H<You lack enough unused item power to use this weapon, see the skills command.>"
1393
1394static bool
3278apply_special (object *who, object *op, int aflags) 1395apply_special (object *who, object *op, int aflags)
3279{ 1396{
3280 int basic_flag = aflags & AP_BASIC_FLAGS; 1397 int basic_flag = aflags & AP_MODE;
3281 object *tmp, *tmp2, *skop = NULL; 1398 object *tmp, *skop = NULL;
3282 int i;
3283
3284 if (who == NULL)
3285 {
3286 LOG (llevError, "apply_special() from object without environment.\n");
3287 return 1;
3288 }
3289
3290 if (op->env != who)
3291 return 1; /* op is not in inventory */
3292 1399
3293 /* trying to unequip op */ 1400 /* trying to unequip op */
3294 if (QUERY_FLAG (op, FLAG_APPLIED)) 1401 if (op->flag [FLAG_APPLIED])
3295 { 1402 {
3296 /* always apply, so no reason to unapply */ 1403 /* always apply, so no reason to unapply */
3297 if (basic_flag == AP_APPLY) 1404 if (basic_flag == AP_APPLY)
3298 return 0; 1405 return 0;
3299 1406
3300 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 1407 return unapply_special (who, op, aflags);
1408 }
1409 else if (basic_flag == AP_UNAPPLY)
1410 return 0;
1411
1412 splay (op);
1413
1414 /* Can't just apply this object. Lets see what not and what to do */
1415 if (int i = can_apply_object (who, op))
1416 {
1417 if (i & CAN_APPLY_NEVER)
3301 { 1418 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 1419 who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op));
3303 return 1; 1420 return 1;
3304 } 1421 }
3305 return unapply_special (who, op, aflags); 1422 else if (i & CAN_APPLY_RESTRICTION)
3306 } 1423 {
3307 1424 who->failmsgf (
3308 if (basic_flag == AP_UNAPPLY) 1425 "You have a prohibition against using a %s. "
3309 return 0; 1426 "H<Your belief, profession or class prevents you from applying this item.>",
3310 1427 query_name (op)
3311 i = can_apply_object (who, op);
3312
3313 /* Can't just apply this object. Lets see what not and what to do */
3314 if (i)
3315 {
3316 if (i & CAN_APPLY_NEVER)
3317 { 1428 );
3318 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3319 return 1; 1429 return 1;
3320 } 1430 }
3321 else if (i & CAN_APPLY_RESTRICTION) 1431
3322 {
3323 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3324 return 1;
3325 }
3326 if (who->type != PLAYER) 1432 if (who->type != PLAYER)
3327 { 1433 {
3328 /* Some error, so don't try to equip something more */ 1434 /* Some error, so don't try to equip something more */
3329 if (unapply_for_ob (who, op, aflags)) 1435 if (unapply_for_ob (who, op, aflags))
3330 return 1; 1436 return 1;
3331 } 1437 }
3332 else 1438 else
3333 { 1439 {
3334 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 1440 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3335 { 1441 {
3336 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 1442 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3337 unapply_for_ob (who, op, AP_PRINT); 1443 unapply_for_ob (who, op, AP_PRINT);
3338 return 1; 1444 return 1;
3339 } 1445 }
3340 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 1446 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3341 {
3342 i = unapply_for_ob (who, op, aflags); 1447 if (unapply_for_ob (who, op, aflags))
3343 if (i)
3344 return 1; 1448 return 1;
3345 }
3346 } 1449 }
3347 } 1450 }
3348 1451
3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 1452 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3350 { 1453 {
1454 // try to ready attached skill first
3351 skop = find_skill_by_name (who, op->skill); 1455 skop = find_skill_by_name (who, op->skill);
1456
3352 if (!skop) 1457 if (!skop)
3353 { 1458 {
3354 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 1459 who->failmsgf ("You need the %s skill to use this item!", &op->skill);
3355 return 1; 1460 return 1;
3356 } 1461 }
3357 else 1462 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3358 {
3359 /* While experience will be credited properly, we want to change the
3360 * skill so that the dam and wc get updated
3361 */
3362 change_skill (who, skop, 0);
3363 } 1463 {
3364 } 1464 who->failmsgf ("You can't use the required %s skill!", &op->skill);
3365 1465 return 1;
3366 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 1466 }
3367 { 1467 }
3368 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 1468
1469 if (!check_item_power (who, op->item_power))
1470 {
1471 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3369 return 1; 1472 return 1;
3370 } 1473 }
3371
3372 1474
3373 /* Ok. We are now at the state where we can apply the new object. 1475 /* Ok. We are now at the state where we can apply the new object.
3374 * Note that we don't have the checks for can_use_... 1476 * Note that we don't have the checks for can_use_...
3375 * below - that is already taken care of by can_apply_object. 1477 * below - that is already taken care of by can_apply_object.
3376 */ 1478 */
3377 1479
3378 1480 // split away all the other items from the stack, so only one item is left
3379 if (op->nrof > 1) 1481 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3380 tmp = get_split_ob (op, op->nrof - 1);
3381 else
3382 tmp = NULL;
3383 1482
3384 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 1483 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3385 return RESULT_INT (0); 1484 return RESULT_INT (0);
3386 1485
3387 switch (op->type) 1486 switch (op->type)
3388 { 1487 {
3389 case WEAPON: 1488 case WEAPON:
3390 if (!check_weapon_power (who, op->last_eat)) 1489 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3391 {
3392 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3393 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3394 if (tmp != NULL)
3395 (void) insert_ob_in_ob (tmp, who);
3396 return 1;
3397 }
3398 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3399 { 1490 {
3400 /* if the weapon does not have the name as the character, can't use it. */ 1491 /* if the weapon does not have the name as the character, can't use it. */
3401 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 1492 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3402 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 1493 who->failmsg ("The weapon does not recognize you as its owner. "
3403 if (tmp != NULL) 1494 "H<Its name indicates that it belongs to somebody else.>");
3404 (void) insert_ob_in_ob (tmp, who); 1495 if (tmp) who->insert (tmp);
3405 return 1; 1496 return 1;
3406 } 1497 }
3407 SET_FLAG (op, FLAG_APPLIED);
3408 1498
3409 if (skop) 1499 op->flag [FLAG_APPLIED] = true;
3410 change_skill (who, skop, 1);
3411 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3412 SET_FLAG (who, FLAG_READY_WEAPON);
3413 1500
3414 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 1501 if (player *pl = who->contr)
3415 1502 {
1503 who->statusmsg (format ("You wield %s.", query_name (op)));
3416 (void) change_abil (who, op); 1504 change_abil (who, op);
1505 }
1506
1507 op->flag [FLAG_READY_WEAPON] = true;
3417 break; 1508 break;
3418 1509
3419 case ARMOUR: 1510 case ARMOUR:
3420 case HELMET: 1511 case HELMET:
3421 case SHIELD: 1512 case SHIELD:
3424 case GIRDLE: 1515 case GIRDLE:
3425 case BRACERS: 1516 case BRACERS:
3426 case CLOAK: 1517 case CLOAK:
3427 case RING: 1518 case RING:
3428 case AMULET: 1519 case AMULET:
3429 SET_FLAG (op, FLAG_APPLIED); 1520 op->set_flag (FLAG_APPLIED);
3430 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 1521 who->statusmsg (format ("You wear %s.", query_name (op)));
3431 (void) change_abil (who, op); 1522 change_abil (who, op);
3432 break; 1523 break;
1524
1525 case SKILL_TOOL:
1526 // applying a skill tool does not ready the skill
1527 // if something needs the skill, it has to ready it itself
1528 //TODO: unapplying should unapply the skill, though
1529 op->set_flag (FLAG_APPLIED);
1530 break;
1531
3433 case LAMP: 1532 case SKILL:
3434 if (op->stats.food < 1) 1533 if (who->contr)
1534 if (op->invisible)
1535 who->statusmsg (format ("You can now use the %s skill.", &op->skill));
1536 else
1537 who->statusmsg (format ("You ready %s.", query_name (op)));
1538
1539 who->set_flag (FLAG_READY_SKILL);
1540 op->set_flag (FLAG_APPLIED);
1541 change_abil (who, op);
1542 break;
1543
1544 case BOW:
1545 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3435 { 1546 {
3436 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 1547 who->failmsg ("The weapon does not recognize you as its owner. "
1548 "H<Its name indicates that it belongs to somebody else.>");
1549 if (tmp) who->insert (tmp);
3437 return 1; 1550 return 1;
3438 } 1551 }
3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3440 tmp2 = arch_to_object (op->other_arch);
3441 tmp2->stats.food = op->stats.food;
3442 SET_FLAG (tmp2, FLAG_APPLIED);
3443 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3444 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3445 insert_ob_in_ob (tmp2, who);
3446 1552
3447 /* Remove the old lantern */ 1553 if (player *pl = who->contr)
3448 if (who->type == PLAYER)
3449 esrv_del_item (who->contr, op->count);
3450
3451 op->destroy ();
3452
3453 /* insert the portion that was split off */
3454 if (tmp != NULL)
3455 { 1554 {
3456 (void) insert_ob_in_ob (tmp, who); 1555 op->flag [FLAG_APPLIED] = true;
3457 if (who->type == PLAYER) 1556 who->statusmsg (format ("You wield the %s.", query_name (op)));
3458 esrv_send_item (who, tmp); 1557 change_abil (who, op);
3459 } 1558 }
3460 who->update_stats (); 1559 break;
3461 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1560
1561 case RANGED:
1562 if (player *pl = who->contr)
3462 { 1563 {
3463 if (who->type == PLAYER) 1564 op->flag [FLAG_APPLIED] = true;
3464 { 1565 who->statusmsg (format ("You applied the %s.", query_name (op)));
3465 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3466 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3467 }
3468 } 1566 }
3469 if (who->type == PLAYER)
3470 esrv_send_item (who, tmp2);
3471 return 0;
3472 break; 1567 break;
3473 1568
3474 /* this part is needed for skill-tools */
3475 case SKILL: 1569 case SPELL:
3476 case SKILL_TOOL: 1570 if (player *pl = who->contr)
3477 if (who->chosen_skill)
3478 { 1571 {
3479 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 1572 op->flag [FLAG_APPLIED] = true;
3480 return 1; 1573 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3481 } 1574 }
3482 if (who->type == PLAYER)
3483 {
3484 who->contr->shoottype = range_skill;
3485 who->contr->ranges[range_skill] = op;
3486 if (!op->invisible)
3487 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3489 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3490 }
3491 else
3492 {
3493 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3494 }
3495 }
3496 SET_FLAG (op, FLAG_APPLIED);
3497 (void) change_abil (who, op);
3498 who->chosen_skill = op;
3499 SET_FLAG (who, FLAG_READY_SKILL);
3500 break; 1575 break;
3501 1576
1577 /*FALLTHROUGH*/
3502 case BOW: 1578 case WAND:
3503 if (!check_weapon_power (who, op->last_eat))
3504 {
3505 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3506 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3507 if (tmp != NULL)
3508 (void) insert_ob_in_ob (tmp, who);
3509 return 1;
3510 }
3511 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3512 {
3513 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3514 if (tmp != NULL)
3515 (void) insert_ob_in_ob (tmp, who);
3516 return 1;
3517 }
3518 /*FALLTHROUGH*/ case WAND:
3519 case ROD: 1579 case ROD:
3520 case HORN: 1580 case HORN:
3521 /* check for skill, alter player status */ 1581 op->flag [FLAG_APPLIED] = true;
3522 SET_FLAG (op, FLAG_APPLIED);
3523 if (skop)
3524 change_skill (who, skop, 0);
3525 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3526 1582
3527 if (who->type == PLAYER) 1583 if (player *pl = who->contr)
3528 { 1584 {
1585 who->statusmsg (format ("You ready %s.", query_name (op)));
1586
3529 if (op->type == BOW) 1587 if (op->type == BOW)
3530 { 1588 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
1589
3531 (void) change_abil (who, op); 1590 change_abil (who, op);
3532 new_draw_info_format (NDI_UNIQUE, 0, who,
3533 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3534 who->contr->shoottype = range_bow;
3535 }
3536 else
3537 {
3538 who->contr->shoottype = range_misc;
3539 }
3540 } 1591 }
3541 else 1592 else
3542 { 1593 {
3543 if (op->type == BOW) 1594 if (op->type == BOW)
3544 SET_FLAG (who, FLAG_READY_BOW); 1595 op->flag [FLAG_READY_BOW ] = true;
3545 else 1596 else
3546 SET_FLAG (who, FLAG_READY_RANGE); 1597 op->flag [FLAG_READY_RANGE] = true;
1598 }
1599
1600 break;
1601
1602 case BUILDER:
1603 if (player *pl = who->contr)
1604 {
1605 who->statusmsg (format ("You ready your %s.", query_name (op)));
1606 //TODO: change_abil?
3547 } 1607 }
3548 break; 1608 break;
3549 1609
3550 case BUILDER:
3551 if (who->contr->ranges[range_builder])
3552 unapply_special (who, who->contr->ranges[range_builder], 0);
3553 who->contr->shoottype = range_builder;
3554 who->contr->ranges[range_builder] = op;
3555 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3556 break;
3557
3558 default: 1610 default:
3559 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 1611 who->statusmsg (format ("You apply %s.", query_name (op)));
3560 } /* end of switch op->type */ 1612 }
3561 1613
3562 SET_FLAG (op, FLAG_APPLIED); 1614 op->set_flag (FLAG_APPLIED);
3563 1615
3564 if (tmp != NULL) 1616 if (tmp) who->insert (tmp);
3565 tmp = insert_ob_in_ob (tmp, who);
3566 1617
3567 who->update_stats (); 1618 who->update_stats ();
3568 1619
3569 /* We exclude spell casting objects. The fire code will set the 1620 /* We exclude spell casting objects. The fire code will set the
3570 * been applied flag when they are used - until that point, 1621 * been applied flag when they are used - until that point,
3571 * you don't know anything about them. 1622 * you don't know anything about them.
3572 */ 1623 */
3573 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 1624 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3574 SET_FLAG (op, FLAG_BEEN_APPLIED); 1625 op->set_flag (FLAG_BEEN_APPLIED);
3575 1626
3576 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 1627 if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])
3577 {
3578 if (who->type == PLAYER) 1628 if (who->type == PLAYER)
3579 { 1629 {
3580 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 1630 who->failmsg (
3581 SET_FLAG (op, FLAG_KNOWN_CURSED); 1631 "Oops, it feels deadly cold! "
1632 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
1633 );
1634 op->set_flag (FLAG_KNOWN_CURSED);
3582 } 1635 }
3583 } 1636
3584 if (who->type == PLAYER) 1637 if (object *pl = op->visible_to ())
3585 {
3586 /* if multiple objects were applied, update both slots */
3587 if (tmp)
3588 esrv_send_item (who, tmp);
3589 esrv_send_item (who, op); 1638 esrv_send_item (pl, op);
3590 } 1639
3591 return 0; 1640 return 0;
3592} 1641}
3593 1642
3594 1643/**
1644 * Check if op should abort moving victim because of it's race or slaying.
1645 * Returns 1 if it should abort, returns 0 if it should continue.
1646 */
3595int 1647int
3596monster_apply_special (object *who, object *op, int aflags) 1648should_director_abort (object *op, object *victim)
3597{ 1649{
3598 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 1650 int arch_flag, name_flag, race_flag;
1651
1652 /* Get flags to determine what of arch, name, and race should be checked.
1653 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
1654 * the next is the name flag, and the last is the race flag. Also note,
1655 * if subtype is set to zero, that also goes to defaults of all affecting
1656 * it. Examples:
1657 * subtype 1: only arch
1658 * subtype 3: arch or name
1659 * subtype 5: arch or race
1660 * subtype 7: all three
1661 */
1662 if (op->subtype)
1663 {
1664 arch_flag = op->subtype & 1;
1665 name_flag = op->subtype & 2;
1666 race_flag = op->subtype & 4;
1667 }
1668 else
1669 {
1670 arch_flag = 1;
1671 name_flag = 1;
1672 race_flag = 1;
1673 }
1674
1675 /* If the director has race set, only affect objects with a arch,
1676 * name or race that matches.
1677 */
1678 if ((op->race) &&
1679 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
1680 ((!(victim->name && name_flag) || op->race != victim->name)) &&
1681 ((!(victim->race && race_flag) || op->race != victim->race)))
3599 return 1; 1682 return 1;
1683
1684 /* If the director has slaying set, only affect objects where none
1685 * of arch, name, or race match.
1686 */
1687 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
1688 ((victim->name && name_flag && op->slaying == victim->name)) ||
1689 ((victim->race && race_flag && op->slaying == victim->race)))
1690 return 1;
1691
1692 return 0;
1693}
1694
1695/**
1696 * This handles a player dropping money on an altar to identify stuff.
1697 * It'll identify marked item, if none all items up to dropped money.
1698 * Return value: 1 if money was destroyed, 0 if not.
1699 */
1700static int
1701apply_id_altar (object *money, object *altar, object *pl)
1702{
1703 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1704
1705 if (!pl || pl->type != PLAYER)
1706 return 0;
1707
1708 /* Check for MONEY type is a special hack - it prevents 'nothing needs
1709 * identifying' from being printed out more than it needs to be.
1710 */
1711 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
1712 return 0;
1713
1714 /* if the player has a marked item, identify that if it needs to be
1715 * identified. If it doesn't, then go through the player inventory.
1716 */
1717 if (object *marked = pl->mark ())
1718 if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ())
1719 {
1720 if (operate_altar (altar, &money, pl))
1721 {
1722 identify (marked);
1723
1724 buf.printf ("You have %s.\r", long_desc (marked, pl));
1725 if (marked->msg)
1726 buf << "The item has a story:\r" << marked->msg << "\n\n";
1727
1728 return !money;
1729 }
1730 }
1731
1732 for (object *id = pl->inv; id; id = id->below)
1733 {
1734 if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ())
1735 {
1736 if (operate_altar (altar, &money, pl))
1737 {
1738 identify (id);
1739
1740 buf.printf ("You have %s.\r", long_desc (id, pl));
1741 if (id->msg)
1742 buf << "The item has a story:\r" << id->msg << "\n\n";
1743
1744 /* If no more money, might as well quit now */
1745 if (!money || !check_altar_sacrifice (altar, money))
1746 break;
1747 }
1748 else
1749 {
1750 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
1751 break;
1752 }
1753 }
1754 }
1755
1756 if (buf.empty ())
1757 pl->failmsg ("You have nothing that needs identifying");
1758 else
1759 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
1760
1761 return !money;
1762}
1763
1764/**
1765 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
1766 * matching item.
1767 **/
1768void
1769handle_apply_yield (object *tmp)
1770{
1771 if (shstr_tmp yield = tmp->kv [shstr_on_use_yield])
1772 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
1773}
1774
1775/**
1776 * Handles applying a potion.
1777 */
1778int
1779apply_potion (object *op, object *tmp)
1780{
1781 int got_one = 0, i;
1782 object *force = 0;
1783
1784 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
1785 {
1786 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
1787
1788 tmp->clr_flag (FLAG_APPLIED);
1789 return 0;
1790 }
1791
1792 if (op->type == PLAYER)
1793 if (!tmp->flag [FLAG_IDENTIFIED])
1794 identify (tmp);
1795
1796 handle_apply_yield (tmp);
1797
1798 /* Potion of restoration - only for players */
1799 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
1800 {
1801 object *depl;
1802 archetype *at;
1803
1804 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1805 {
1806 op->drain_stat ();
1807 op->update_stats ();
1808 tmp->decrease ();
1809 return 1;
1810 }
1811
1812 if (!(at = archetype::find (shstr_depletion)))
1813 {
1814 LOG (llevError, "Could not find archetype depletion\n");
1815 return 0;
1816 }
1817
1818 depl = present_arch_in_ob (at, op);
1819
1820 if (depl)
1821 {
1822 for (i = 0; i < NUM_STATS; i++)
1823 if (depl->stats.stat (i))
1824 op->statusmsg (restore_msg[i]);
1825
1826 depl->destroy ();
1827 op->update_stats ();
1828 }
1829 else
1830 op->statusmsg ("Your potion had no effect.");
1831
1832 tmp->decrease ();
1833 return 1;
1834 }
1835
1836 /* improvement potion - only for players */
1837 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
1838 {
1839 for (i = 1; i < min (11, op->level); i++)
1840 {
1841 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1842 {
1843 if (op->contr->levhp[i] != 1)
1844 {
1845 op->contr->levhp[i] = 1;
1846 break;
1847 }
1848
1849 if (op->contr->levsp[i] != 1)
1850 {
1851 op->contr->levsp[i] = 1;
1852 break;
1853 }
1854
1855 if (op->contr->levgrace[i] != 1)
1856 {
1857 op->contr->levgrace[i] = 1;
1858 break;
1859 }
1860 }
1861 else
1862 {
1863 if (op->contr->levhp[i] < 9)
1864 {
1865 op->contr->levhp[i] = 9;
1866 break;
1867 }
1868
1869 if (op->contr->levsp[i] < 6)
1870 {
1871 op->contr->levsp[i] = 6;
1872 break;
1873 }
1874
1875 if (op->contr->levgrace[i] < 3)
1876 {
1877 op->contr->levgrace[i] = 3;
1878 break;
1879 }
1880 }
1881 }
1882
1883 /* Just makes checking easier */
1884 if (i < min (11, op->level))
1885 got_one = 1;
1886
1887 if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])
1888 {
1889 if (got_one)
1890 {
1891 op->update_stats ();
1892 op->statusmsg ("The Gods smile upon you and remake you "
1893 "a little more in their image. "
1894 "You feel a little more perfect.", NDI_GREEN);
1895 }
1896 else
1897 op->statusmsg ("The potion had no effect - you are already perfect.");
1898 }
1899 else
1900 { /* cursed potion */
1901 if (got_one)
1902 {
1903 op->update_stats ();
1904 op->failmsg ("The Gods are angry and punish you.");
1905 }
1906 else
1907 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
1908 }
1909
1910 tmp->decrease ();
1911 return 1;
1912 }
1913
1914
1915 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
1916 * and heroism all fit into this category. Given the spell object code,
1917 * there is no limit to the number of spells that potions can be cast,
1918 * but direction is problematic to try and imbue fireball potions for example.
1919 */
1920 if (tmp->inv)
1921 {
1922 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1923 {
1924 op->failmsg ("Yech! Your lungs are on fire!");
1925 create_exploding_ball_at (op, op->level);
1926 }
1927 else
1928 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
1929
1930 tmp->decrease ();
1931
1932 /* if youre dead, no point in doing this... */
1933 if (!op->flag [FLAG_REMOVED])
1934 op->update_stats ();
1935
1936 return 1;
1937 }
1938
1939 /* Deal with protection potions */
1940 force = NULL;
1941 for (i = 0; i < NROFATTACKS; i++)
1942 {
1943 if (tmp->resist[i])
1944 {
1945 if (!force)
1946 force = archetype::get (FORCE_NAME);
1947
1948 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
1949 force->type = POTION_EFFECT;
1950 break; /* Only need to find one protection since we copy entire batch */
1951 }
1952 }
1953
1954 /* This is a protection potion */
1955 if (force)
1956 {
1957 /* cursed items last longer */
1958 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1959 {
1960 force->stats.food *= 10;
1961 for (i = 0; i < NROFATTACKS; i++)
1962 if (force->resist[i] > 0)
1963 force->resist[i] = -force->resist[i]; /* prot => vuln */
1964 }
1965
1966 force->speed_left = -1;
1967 force = insert_ob_in_ob (force, op);
1968 tmp->clr_flag (FLAG_APPLIED);
1969 force->set_flag (FLAG_APPLIED);
1970 change_abil (op, force);
1971 tmp->decrease ();
1972 return 1;
1973 }
1974
1975 /* Only thing left are the stat potions */
1976 if (op->type == PLAYER)
1977 { /* only for players */
1978 if ((tmp->flag [FLAG_CURSED]
1979 || tmp->flag [FLAG_DAMNED])
1980 && tmp->value != 0)
1981 tmp->clr_flag (FLAG_APPLIED);
1982 else
1983 tmp->set_flag (FLAG_APPLIED);
1984
1985 if (!change_abil (op, tmp))
1986 op->statusmsg ("Nothing happened.");
1987 }
1988
1989 /* CLEAR_FLAG is so that if the character has other potions
1990 * that were grouped with the one consumed, his
1991 * stat will not be raised by them. fix_player just clears
1992 * up all the stats.
1993 */
1994 tmp->clr_flag (FLAG_APPLIED);
1995 op->update_stats ();
1996 tmp->decrease ();
1997 return 1;
1998}
1999
2000/**
2001 * 'victim' moves onto 'trap'
2002 * 'victim' leaves 'trap'
2003 * effect is determined by move_on/move_off of trap and move_type of victime.
2004 *
2005 * originator: Player, monster or other object that caused 'victim' to move
2006 * onto 'trap'. Will receive messages caused by this action. May be NULL.
2007 * However, some types of traps require an originator to function.
2008 */
2009void
2010move_apply (object *trap, object *victim, object *originator)
2011{
2012 static int recursion_depth = 0;
2013
2014 trap = trap->head_ ();
2015
2016 /* Only exits affect DMs. */
2017 if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN)
2018 return;
2019
2020 /* move_apply() is the most likely candidate for causing unwanted and
2021 * possibly unlimited recursion.
2022 */
2023
2024 /* The following was changed because it was causing perfectly correct
2025 * maps to fail. 1) it's not an error to recurse:
2026 * rune detonates, summoning monster. monster lands on nearby rune.
2027 * nearby rune detonates. This sort of recursion is expected and
2028 * proper. This code was causing needless crashes.
2029 */
2030 if (recursion_depth >= 500)
2031 {
2032 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
2033 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
2034 return;
2035 }
2036
2037 recursion_depth++;
2038
2039 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
2040 switch (trap->type)
2041 {
2042 case PLAYERMOVER:
2043 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
2044 {
2045 if (!trap->stats.maxsp)
2046 trap->stats.maxsp = 2;
2047
2048 /* Is this correct? From the docs, it doesn't look like it
2049 * should be divided by trap->speed
2050 */
2051 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
2052
2053 /* Just put in some sanity check. I think there is a bug in the
2054 * above with some objects have zero speed, and thus the player
2055 * getting permanently paralyzed.
2056 */
2057 victim->speed_left = max (-50.f, victim->speed_left);
2058 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
2059 }
2060 break;
2061
2062 case SPINNER:
2063 if (victim->direction)
2064 {
2065 victim->direction = absdir (victim->direction - trap->stats.sp);
2066 update_turn_face (victim);
2067 }
2068 break;
2069
2070 case DIRECTOR:
2071 if (victim->direction && !should_director_abort (trap, victim))
2072 {
2073 victim->direction = trap->stats.sp;
2074 update_turn_face (victim);
2075 }
2076 break;
2077
2078 case BUTTON:
2079 case PEDESTAL:
2080 case T_MATCH:
2081 update_button (trap, originator);
2082 break;
2083
2084 case ALTAR:
2085 /* sacrifice victim on trap */
2086 apply_altar (trap, victim, originator);
2087 break;
2088
2089 case THROWN_OBJ:
2090 if (trap->inv == NULL)
2091 break;
2092 /* fallthrough */
2093
2094 case ARROW:
2095 /* bad bug: monster throw a object, make a step forwards, step on object ,
2096 * trigger this here and get hit by own missile - and will be own enemy.
2097 * Victim then is his own enemy and will start to kill herself (this is
2098 * removed) but we have not synced victim and his missile. To avoid senseless
2099 * action, we avoid hits here
2100 */
2101 if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ())
2102 && trap->owner != victim)
2103 hit_with_arrow (trap, victim);
2104 break;
2105
2106 case SPELL_EFFECT:
2107 apply_spell_effect (trap, victim);
2108 break;
2109
2110 case TRAPDOOR:
2111 {
2112 int max, sound_was_played;
2113 object *ab, *ab_next;
2114
2115 if (!trap->value)
2116 {
2117 int tot;
2118
2119 for (ab = trap->above, tot = 0; ab; ab = ab->above)
2120 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2121 tot += ab->head_ ()->total_weight ();
2122
2123 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
2124 break;
2125
2126 SET_ANIMATION (trap, trap->value);
2127 update_object (trap, UP_OBJ_FACE);
2128 }
2129
2130 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
2131 {
2132 /* need to set this up, since if we do transfer the object,
2133 * ab->above would be bogus
2134 */
2135 ab_next = ab->above;
2136
2137 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
2138 {
2139 if (!sound_was_played)
2140 {
2141 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
2142 sound_was_played = 1;
2143 }
2144
2145 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
2146 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
2147 }
2148 }
2149 break;
2150 }
2151
2152 case CONVERTER:
2153 if (convert_item (victim, trap) < 0)
2154 {
2155 originator->failmsgf ("The %s seems to be broken!", query_name (trap));
2156 archetype::get (shstr_burnout)->insert_at (trap, trap);
2157 }
2158
2159 break;
2160
2161 case TRIGGER_BUTTON:
2162 case TRIGGER_PEDESTAL:
2163 case TRIGGER_ALTAR:
2164 check_trigger (trap, victim, originator);
2165 break;
2166
2167 case DEEP_SWAMP:
2168 walk_on_deep_swamp (trap, victim);
2169 break;
2170
2171 case CHECK_INV:
2172 check_inv (victim, trap);
2173 break;
2174
2175 case HOLE:
2176 move_apply_hole (trap, victim);
2177 break;
2178
2179 case EXIT:
2180 if (victim->type == PLAYER && EXIT_PATH (trap))
2181 {
2182 /* Basically, don't show exits leading to random maps the
2183 * players output.
2184 */
2185 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
2186 victim->statusmsg (trap->msg, NDI_NAVY);
2187
2188 trap->play_sound (trap->sound);
2189 victim->enter_exit (trap);
2190 }
2191 break;
2192
2193 case ENCOUNTER:
2194 /* may be some leftovers on this */
2195 break;
2196
2197 case SHOP_MAT:
2198 apply_shop_mat (trap, victim);
2199 break;
2200
2201 /* Drop a certain amount of gold, and have one item identified */
2202 case IDENTIFY_ALTAR:
2203 apply_id_altar (victim, trap, originator);
2204 break;
2205
2206 case SIGN:
2207 if (victim->type != PLAYER && trap->stats.food > 0)
2208 break; /* monsters musn't apply magic_mouths with counters */
2209
2210 apply_sign (victim, trap, 1);
2211 break;
2212
2213 case CONTAINER:
2214 apply_container (victim, trap);
2215 break;
2216
2217 case RUNE:
2218 case TRAP:
2219 if (trap->level && victim->flag [FLAG_ALIVE])
2220 spring_trap (trap, victim);
2221 break;
2222
2223 default:
2224 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
2225 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
2226 break;
2227 }
2228
2229 recursion_depth--;
2230}
2231
2232/**
2233 * Handles reading a regular (ie not containing a spell) book.
2234 */
2235static void
2236apply_book (object *op, object *tmp)
2237{
2238 int lev_diff;
2239 object *skill_ob;
2240
2241 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2242 {
2243 op->failmsg ("You are unable to read while blind!");
2244 return;
2245 }
2246
2247 if (!tmp->msg)
2248 {
2249 op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name);
2250 return;
2251 }
2252
2253 /* need a literacy skill to read stuff! */
2254 skill_ob = find_skill_by_name (op, tmp->skill);
2255 if (!skill_ob)
2256 {
2257 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill);
2258 return;
2259 }
2260
2261 lev_diff = tmp->level - (skill_ob->level + 5);
2262 if (!op->flag [FLAG_WIZ] && lev_diff > 0)
2263 {
2264 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
2265 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
2266 : lev_diff < 5 ? "This book is beyond your comprehension."
2267 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
2268 : lev_diff < 15 ? "This book is way beyond your comprehension."
2269 : "This book is totally beyond your comprehension.");
2270 return;
2271 }
2272
2273 // we currently don't use the message types for anything.
2274 // readable_message_type *msgType = get_readable_message_type (tmp);
2275
2276 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
2277
2278 if (player *pl = op->contr)
2279 if (client *ns = pl->ns)
2280 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
2281
2282 /* gain xp from reading */
2283 if (!tmp->flag [FLAG_NO_SKILL_IDENT])
2284 { /* only if not read before */
2285 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
2286
2287 if (!tmp->flag [FLAG_IDENTIFIED])
2288 {
2289 /*exp_gain *= 2; because they just identified it too */
2290 tmp->set_flag (FLAG_IDENTIFIED);
2291
2292 if (object *pl = tmp->visible_to ())
2293 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
2294 }
2295
2296 change_exp (op, exp_gain, skill_ob->skill, 0);
2297 tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
2298 }
2299}
2300
2301/**
2302 * op made some mistake with a scroll, this takes care of punishment.
2303 * scroll_failure()- hacked directly from spell_failure
2304 */
2305static void
2306scroll_failure (object *op, int failure, int power)
2307{
2308 if (abs (failure / 4) > power)
2309 power = abs (failure / 4); /* set minimum effect */
2310
2311 if (failure <= -1 && failure > -15)
2312 { /* wonder */
2313 object *tmp;
2314
2315 op->failmsg ("Your spell warps!");
2316 tmp = archetype::get (SPELL_WONDER);
2317 cast_wonder (op, op, 0, tmp);
2318 tmp->destroy ();
2319 }
2320 else if (failure <= -15 && failure > -35)
2321 { /* drain mana */
2322 op->failmsg ("Your mana is drained!");
2323 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
2324 if (op->stats.sp < 0)
2325 op->stats.sp = 0;
2326 }
2327 else if (settings.spell_failure_effects == TRUE)
2328 {
2329 if (failure <= -35 && failure > -60)
2330 { /* confusion */
2331 op->failmsg ("The magic recoils on you!");
2332 confuse_player (op, op, power);
2333 }
2334 else if (failure <= -60 && failure > -70)
2335 { /* paralysis */
2336 op->failmsg ("The magic recoils and paralyzes you!");
2337 paralyze_player (op, op, power);
2338 }
2339 else if (failure <= -70 && failure > -80)
2340 { /* blind */
2341 op->failmsg ("The magic recoils on you!");
2342 blind_player (op, op, power);
2343 }
2344 else if (failure <= -80)
2345 { /* blast the immediate area */
2346 object *tmp = archetype::get (LOOSE_MANA);
2347 cast_magic_storm (op, tmp, power);
2348 op->failmsg ("You unleash uncontrolled mana!");
2349 tmp->destroy ();
2350 }
2351 }
2352}
2353
2354/**
2355 * Handles the applying of a skill scroll, calling learn_skill straight.
2356 * op is the person learning the skill, tmp is the skill scroll object
2357 */
2358static void
2359apply_skillscroll (object *op, object *tmp)
2360{
2361 switch (learn_skill (op, tmp))
2362 {
2363 case 0:
2364 op->play_sound (sound_find ("generic_fail"));
2365 op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp));
2366 break;
2367
2368 case 1:
2369 tmp->decrease ();
2370 op->play_sound (sound_find ("skill_learn"));
2371 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
2372 break;
2373
2374 default:
2375 tmp->decrease ();
2376 op->play_sound (sound_find ("generic_fail"));
2377 op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp));
2378 break;
2379 }
2380}
2381
2382/**
2383 * Actually makes op learn spell.
2384 * Informs player of what happens.
2385 */
2386void
2387do_learn_spell (object *op, object *spell, int special_prayer)
2388{
2389 object *tmp;
2390
2391 if (op->type != PLAYER)
2392 {
2393 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
2394 return;
2395 }
2396
2397 /* Upgrade special prayers to normal prayers */
2398 if ((tmp = check_spell_known (op, spell->name)) != NULL)
2399 {
2400 if (special_prayer && !tmp->flag [FLAG_STARTEQUIP])
2401 {
2402 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
2403 return;
2404 }
2405 return;
2406 }
2407
2408 op->contr->play_sound (sound_find ("learn_spell"));
2409
2410 tmp = spell->clone ();
2411 insert_ob_in_ob (tmp, op);
2412
2413 if (special_prayer)
2414 tmp->set_flag (FLAG_STARTEQUIP);
2415
2416 esrv_add_spells (op->contr, tmp);
2417}
2418
2419/**
2420 * Erases spell from player's inventory.
2421 */
2422void
2423do_forget_spell (object *op, const char *spell)
2424{
2425 object *spob;
2426
2427 if (op->type != PLAYER)
2428 {
2429 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
2430 return;
2431 }
2432 if ((spob = check_spell_known (op, spell)) == NULL)
2433 {
2434 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
2435 return;
2436 }
2437
2438 op->failmsgf ("You lose knowledge of %s.", spell);
2439 esrv_remove_spell (op->contr, spob);
2440 spob->destroy ();
2441}
2442
2443/**
2444 * Handles player applying a spellbook.
2445 * Checks whether player has knowledge of required skill, doesn't already know the spell,
2446 * stuff like that. Random learning failure too.
2447 */
2448static void
2449apply_spellbook (object *op, object *tmp)
2450{
2451 object *skop, *spell, *spell_skill;
2452
2453 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2454 {
2455 op->failmsg ("You are unable to read while blind.");
2456 return;
2457 }
2458
2459 /* artifact_spellbooks have 'slaying' field point to a spell name,
2460 * instead of having their spell stored in stats.sp. These are
2461 * legacy spellbooks
2462 */
2463 if (tmp->slaying)
2464 {
2465 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
2466
2467 if (!spell)
2468 {
2469 op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying);
2470 return;
2471 }
2472 else
2473 insert_ob_in_ob (spell, tmp);
2474
2475 tmp->slaying = 0;
2476 }
2477
2478 skop = find_skill_by_name (op, tmp->skill);
2479
2480 /* need a literacy skill to learn spells. Also, having a literacy level
2481 * lower than the spell will make learning the spell more difficult */
2482 if (!skop)
2483 {
2484 op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill);
2485 return;
2486 }
2487
2488 spell = tmp->inv;
2489
2490 if (!spell)
2491 {
2492 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2493 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2494 return;
2495 }
2496
2497 int learn_level = sqrtf (spell->level) * 1.5f;
2498 if (skop->level < learn_level)
2499 {
2500 op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
2501 &tmp->skill, learn_level);
2502 return;
2503 }
2504
2505 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
2506
2507 if (!tmp->flag [FLAG_IDENTIFIED])
2508 identify (tmp);
2509
2510 /* I removed the check for special_prayer_mark here - it didn't make
2511 * a lot of sense - special prayers are not found in spellbooks, and
2512 * if the player doesn't know the spell, doesn't make a lot of sense that
2513 * they would have a special prayer mark.
2514 */
2515 if (check_spell_known (op, spell->name))
2516 {
2517 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
2518 return;
2519 }
2520
2521 if (spell->skill)
2522 {
2523 spell_skill = find_skill_by_name (op, spell->skill);
2524
2525 if (!spell_skill)
2526 {
2527 op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill);
2528 return;
2529 }
2530
2531 if (spell_skill->level < spell->level)
2532 {
2533 op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill);
2534 return;
2535 }
2536 }
2537
2538 /* Logic as follows
2539 *
2540 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2541 *
2542 * 2- The learner's skill level in literacy adjusts the chance to learn
2543 * a spell.
2544 *
2545 * 3 -Automatically fail to learn if you read while confused
2546 *
2547 * Overall, chances are the same but a player will find having a high
2548 * literacy rate very useful! -b.t.
2549 */
2550 if (op->flag [FLAG_CONFUSED])
2551 {
2552 op->failmsg ("In your confused state you flub the wording of the text!");
2553 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2554 }
2555 else if (tmp->flag [FLAG_STARTEQUIP] ||
2556 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2557 {
2558 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2559 do_learn_spell (op, spell, 0);
2560
2561 /* xp gain to literacy for spell learning */
2562 if (!tmp->flag [FLAG_STARTEQUIP])
2563 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2564 }
2565 else
2566 {
2567 op->contr->play_sound (sound_find ("fumble_spell"));
2568 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2569 }
2570
2571 tmp->decrease ();
2572}
2573
2574/**
2575 * Handles applying a spell scroll.
2576 */
2577void
2578apply_scroll (object *op, object *tmp, int dir)
2579{
2580 object *skop;
2581
2582 if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ])
2583 {
2584 op->failmsg ("You are unable to read while blind.");
2585 return;
2586 }
2587
2588 if (!tmp->inv || tmp->inv->type != SPELL)
2589 {
2590 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2591 return;
2592 }
2593
2594 if (op->type == PLAYER)
2595 {
2596 /* players need a literacy skill to read stuff! */
2597 int exp_gain = 0;
2598
2599 /* hard code literacy - tmp->skill points to where the exp
2600 * should go for anything killed by the spell.
2601 */
2602 skop = find_skill_by_name (op, shstr_literacy);
2603
2604 if (!skop)
2605 {
2606 op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2607 return;
2608 }
2609
2610 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2611 change_exp (op, exp_gain, skop->skill, 0);
2612 }
2613
2614 if (!tmp->flag [FLAG_IDENTIFIED])
2615 identify (tmp);
2616
2617 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2618
2619 cast_spell (op, tmp, dir, tmp->inv, NULL);
2620 tmp->decrease ();
2621}
2622
2623/**
2624 * Applies a treasure object - by default, chest. op
2625 * is the person doing the applying, tmp is the treasure
2626 * chest.
2627 */
2628static void
2629apply_treasure (object *op, object *tmp)
2630{
2631 /* Nice side effect of this treasure creation method is that the treasure
2632 * for the chest is done when the chest is created, and put into the chest
2633 * inventory. So that when the chest burns up, the items still exist. Also
2634 * prevents people from moving chests to more difficult maps to get better
2635 * treasure
2636 */
2637 object *treas = tmp->inv;
2638
2639 if (!treas)
2640 {
2641 op->statusmsg ("The chest was empty.");
2642 tmp->decrease ();
2643 return;
2644 }
2645
2646 while (tmp->inv)
2647 {
2648 treas = tmp->inv;
2649 treas->remove ();
2650
2651 treas->x = op->x;
2652 treas->y = op->y;
2653 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2654
2655 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE])
2656 spring_trap (treas, op);
2657
2658 /* If either player or container was destroyed, no need to do
2659 * further processing. I think this should be enclused with
2660 * spring trap above, as I don't think there is otherwise
2661 * any way for the treasure chest or player to get killed.
2662 */
2663 if (op->destroyed () || tmp->destroyed ())
2664 break;
2665 }
2666
2667 if (!tmp->destroyed () && !tmp->inv)
2668 tmp->decrease (true);
2669}
2670
2671/**
2672 * A dragon is eating some flesh. If the flesh contains resistances,
2673 * there is a chance for the dragon's skin to get improved.
2674 *
2675 * attributes:
2676 * object *op the object (dragon player) eating the flesh
2677 * object *meal the flesh item, getting chewed in dragon's mouth
2678 * return:
2679 * int 1 if eating successful, 0 if it doesn't work
2680 */
2681static int
2682dragon_eat_flesh (object *op, object *meal)
2683{
2684 object *skin = NULL; /* pointer to dragon skin force */
2685 object *abil = NULL; /* pointer to dragon ability force */
2686 object *tmp = NULL; /* tmp. object */
2687
2688 double chance; /* improvement-chance of one resistance type */
2689 double totalchance = 1; /* total chance of gaining one resistance */
2690 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2691 double mbonus = 0; /* monster bonus */
2692 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2693 int winners = 0; /* number of winners */
2694 int i; /* index */
2695
2696 /* let's make sure and doublecheck the parameters */
2697 if (meal->type != FLESH || !op->is_dragon ())
2698 return 0;
2699
2700 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2701 from the player's inventory */
2702 for (tmp = op->inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE)
2704 if (tmp->arch->archname == shstr_dragon_skin_force)
2705 skin = tmp;
2706 else if (tmp->arch->archname == shstr_dragon_ability_force)
2707 abil = tmp;
2708
2709 /* if either skin or ability are missing, this is an old player
2710 which is not to be considered a dragon -> bail out */
2711 if (skin == NULL || abil == NULL)
2712 return 0;
2713
2714 /* now start by filling stomache and health, according to food-value */
2715 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2716 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2717 else
2718 op->stats.hp += meal->stats.food / 50;
2719
2720 min_it (op->stats.hp, op->stats.maxhp);
2721 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2722
2723 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2724
2725 /* on to the interesting part: chances for adding resistance */
2726 for (i = 0; i < NROFATTACKS; i++)
2727 {
2728 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2729 {
2730 /* got positive resistance, now calculate improvement chance (0-100) */
2731
2732 /* this bonus makes resistance increase easier at lower levels */
2733 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2734 if (i == abil->stats.exp)
2735 bonus += 5; /* additional bonus for resistance of ability-focus */
2736
2737 /* monster bonus increases with level, because high-level
2738 flesh is too rare */
2739 mbonus = op->level * 20. / ((double) settings.max_level);
2740
2741 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2742 ((double)settings.max_level)) - skin->resist[i];
2743
2744 if (chance >= 0.)
2745 chance += 1.;
2746 else
2747 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2748
2749 /* chance is proportional to amount of resistance (max. 50) */
2750 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2751
2752 /* doubled chance for resistance of ability-focus */
2753 if (i == abil->stats.exp)
2754 chance = min (100., chance * 2.);
2755
2756 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2757 if (rndm (10000) < (unsigned int)(chance * 100))
2758 {
2759 atnr_winner[winners] = i;
2760 winners++;
2761 }
2762
2763 if (chance >= 0.01)
2764 totalchance *= 1 - chance / 100;
2765
2766 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2767 }
2768 }
2769
2770 /* inverse totalchance as until now we have the failure-chance */
2771 totalchance = 100 - totalchance * 100;
2772
2773 /* print message according to totalchance */
2774 const char *buf;
2775 if (totalchance > 50.)
2776 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2777 else if (totalchance > 10.)
2778 buf = format ("The %s tasted very good.", &meal->name);
2779 else if (totalchance > 1.)
2780 buf = format ("The %s tasted good.", &meal->name);
2781 else if (totalchance > 0.1)
2782 buf = format ("The %s tasted bland.", &meal->name);
2783 else if (totalchance >= 0.01)
2784 buf = format ("The %s had a boring taste.", &meal->name);
2785 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2786 buf = format ("The %s tasted strange.", &meal->name);
2787 else
2788 buf = format ("The %s had no taste.", &meal->name);
2789
2790 op->statusmsg (buf);
2791
2792 /* now choose a winner if we have any */
2793 i = -1;
2794 if (winners > 0)
2795 i = atnr_winner [rndm (winners)];
2796
2797 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2798 {
2799 /* resistance increased! */
2800 skin->resist[i]++;
2801 op->update_stats ();
2802
2803 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2804 }
2805
2806 /* if this flesh contains a new ability focus, we mark it
2807 into the ability_force and it will take effect on next level */
2808 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2809 {
2810 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2811
2812 if (meal->last_eat != abil->stats.exp)
2813 op->statusmsg (format (
2814 "Your metabolism prepares to focus on %s!\n"
2815 "The change will happen at level %d.",
2816 change_resist_msg[meal->last_eat],
2817 abil->level + 1
2818 ));
2819 else
2820 {
2821 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2822 abil->last_eat = 0;
2823 }
2824 }
2825
2826 return 1;
2827}
2828
2829/**
2830 * op eats food.
2831 * If player, takes care of messages and dragon special food.
2832 */
2833static void
2834apply_food (object *op, object *tmp)
2835{
2836 int capacity_remaining;
2837
2838 if (op->type != PLAYER)
2839 op->stats.hp = op->stats.maxhp;
2840 else
2841 {
2842 /* check if this is a dragon (player), eating some flesh */
2843 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2844 ;
2845 else
2846 {
2847 /* usual case - no dragon meal: */
2848 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2849 {
2850 if (tmp->type == FOOD || tmp->type == FLESH)
2851 op->failmsg ("You feel full, but what a waste of food!");
2852 else
2853 op->statusmsg ("Most of the drink goes down your face not your throat!");
2854 }
2855
2856 tmp->play_sound (
2857 tmp->sound
2858 ? tmp->sound
2859 : tmp->type == DRINK
2860 ? sound_find ("eat_drink")
2861 : sound_find ("eat_food")
2862 );
2863
2864 if (!tmp->flag [FLAG_CURSED])
2865 {
2866 const char *buf;
2867
2868 if (!op->is_dragon ())
2869 {
2870 /* eating message for normal players */
2871 if (tmp->type == DRINK)
2872 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2873 else
2874 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2875 }
2876 else
2877 /* eating message for dragon players */
2878 buf = format ("The %s tasted terrible!", &tmp->name);
2879
2880 op->statusmsg (buf);
2881
2882 capacity_remaining = MAX_FOOD - op->stats.food;
2883 op->stats.food += tmp->stats.food;
2884 if (capacity_remaining < tmp->stats.food)
2885 op->stats.hp += capacity_remaining / 50;
2886 else
2887 op->stats.hp += tmp->stats.food / 50;
2888
2889 min_it (op->stats.hp, op->stats.maxhp);
2890 min_it (op->stats.food, MAX_FOOD);
2891 }
2892
2893 /* special food hack -b.t. */
2894 if (tmp->title || tmp->flag [FLAG_CURSED])
2895 eat_special_food (op, tmp);
2896 }
2897 }
2898
2899 handle_apply_yield (tmp);
2900 tmp->decrease ();
2901}
2902
2903/**
2904 * Handles applying an improve armor scroll.
2905 * Does some sanity checks, then calls improve_armour.
2906 */
2907static void
2908apply_armour_improver (object *op, object *tmp)
2909{
2910 if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2911 {
2912 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2913 return;
2914 }
2915
2916 object *armor = op->mark ();
2917
2918 if (!armor)
2919 {
2920 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2921 return;
2922 }
2923
2924 if (armor->type != ARMOUR
2925 && armor->type != CLOAK
2926 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2927 {
2928 op->failmsg ("Your marked item is not armour!\n");
2929 return;
2930 }
2931
2932 if (!op->apply (armor, AP_UNAPPLY))
2933 {
2934 op->failmsg ("You are unable to take off your armour to improve it!");
2935 return;
2936 }
2937
2938 op->statusmsg ("Applying armour enchantment.");
2939 improve_armour (op, tmp, armor);
2940}
2941
2942void
2943apply_poison (object *op, object *tmp)
2944{
2945 // need to do it now when it is still on the map
2946 handle_apply_yield (tmp);
2947
2948 object *poison = tmp->split (1);
2949
2950 if (op->type == PLAYER)
2951 {
2952 op->contr->play_sound (sound_find ("drink_poison"));
2953 op->failmsg ("Yech! That tasted poisonous!");
2954 op->contr->killer = poison;
2955 }
2956
2957 if (poison->stats.hp > 0)
2958 {
2959 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2960 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2961 }
2962
2963 op->stats.food -= op->stats.food / 4;
2964 poison->destroy ();
2965}
2966
2967/**
2968 * This function will try to apply a lighter and in case no lighter
2969 * is specified it will try to find a lighter in the players inventory,
2970 * and inform him about this requirement.
2971 *
2972 * who - the player
2973 * op - the item we want to light
2974 * lighter - the lighter or 0 if a lighter has yet to be found
2975 */
2976static object *
2977auto_apply_lighter (object *who, object *op, object *lighter)
2978{
2979 if (lighter == 0)
2980 {
2981 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2982 {
2983 if (tmp->type == LIGHTER)
2984 {
2985 lighter = tmp;
2986 break;
2987 }
2988 }
2989
2990 if (!lighter)
2991 {
2992 who->failmsgf (
2993 "You can't light up the %s with your bare hands! "
2994 "H<You need a lighter in your inventory, for example a flint and steel.>",
2995 &op->name
2996 );
2997 return 0;
2998 }
2999 }
3000
3001 // last_eat == 0 means the lighter is not being used up!
3002 if (lighter->last_eat && lighter->stats.food)
3003 {
3004 /* lighter gets used up */
3005 lighter = lighter->split ();
3006 lighter->stats.food--;
3007 who->insert (lighter);
3008 }
3009 else if (lighter->last_eat)
3010 {
3011 /* no charges left in lighter */
3012 who->failmsgf (
3013 "You attempt to light the %s with a used up %s.",
3014 &op->name, &lighter->name
3015 );
3016 return 0;
3017 }
3018
3019 return lighter;
3020}
3021
3022/**
3023 * Designed primarily to light torches/lanterns/etc.
3024 * Also burns up burnable material too. First object in the inventory is
3025 * the selected object to "burn". -b.t.
3026 */
3027static void
3028apply_lighter (object *who, object *lighter)
3029{
3030 if (object *item = who->mark ())
3031 {
3032 if (!auto_apply_lighter (who, item, lighter))
3033 return;
3034
3035 /* Perhaps we should split what we are trying to light on fire?
3036 * I can't see many times when you would want to light multiple
3037 * objects at once.
3038 */
3039
3040 save_throw_object (item, AT_FIRE, who);
3041
3042 if (item->destroyed ()
3043 || ((item->type == LAMP || item->type == TORCH)
3044 && item->glow_radius > 0))
3045 who->statusmsg (format (
3046 "You light the %s with the %s.",
3047 &item->name, &lighter->name
3048 ));
3049 else
3050 who->failmsgf (
3051 "You attempt to light the %s with the %s and fail.",
3052 &item->name, &lighter->name
3053 );
3054 }
3055 else
3056 who->failmsg ("You need to mark a lightable object.");
3057}
3058
3059/**
3060 * This function generates a cursed effect for cursed lamps and torches.
3061 */
3062static void
3063player_apply_lamp_cursed_effect (object *who, object *op)
3064{
3065 if (op->level)
3066 {
3067 who->failmsgf (
3068 "The %s was cursed, it explodes in a big fireball!",
3069 &op->name
3070 );
3071 create_exploding_ball_at (who, op->level);
3072 }
3073 else
3074 {
3075 who->failmsgf (
3076 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
3077 &op->name
3078 );
3079 }
3080
3081 op->destroy ();
3082}
3083
3084/**
3085 * Apply for players and lamps
3086 *
3087 * who - the player
3088 * op - the lamp
3089 */
3090static void
3091player_apply_lamp (object *who, object *op)
3092{
3093 bool switch_on = op->glow_radius ? false : true;
3094
3095 if (switch_on)
3096 {
3097 object *lighter = 0;
3098
3099 if (op->flag [FLAG_IS_LIGHTABLE]
3100 && !(lighter = auto_apply_lighter (who, op, 0)))
3101 return;
3102
3103 if (op->stats.food < 1)
3104 {
3105 if (op->type == LAMP)
3106 who->failmsgf (
3107 "The %s is out of fuel! "
3108 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3109 &op->name
3110 );
3111 else
3112 who->failmsgf (
3113 "The %s is burnt out! "
3114 "H<Torches and similar items burn out and become worthless.>",
3115 &op->name
3116 );
3117 return;
3118 }
3119
3120 if (op->flag [FLAG_CURSED])
3121 {
3122 player_apply_lamp_cursed_effect (who, op);
3123 return;
3124 }
3125
3126 if (lighter)
3127 who->statusmsg (format (
3128 "You light up the %s with the %s.", &op->name, &lighter->name));
3129 else
3130 who->statusmsg (format ("You light up the %s.", &op->name));
3131 }
3132 else
3133 {
3134 if (op->flag [FLAG_CURSED])
3135 {
3136 player_apply_lamp_cursed_effect (who, op);
3137 return;
3138 }
3139
3140 if (op->type == TORCH)
3141 {
3142 if (!op->flag [FLAG_IS_LIGHTABLE])
3143 {
3144 who->statusmsg (format (
3145 "You put out the %s. "
3146 "H<The %s can't be used anymore, as it can't be lighted up again.>",
3147 &op->name, &op->name));
3148 }
3149 else
3150 who->statusmsg (format (
3151 "You put out the %s."
3152 "H<Torches wear out if you put them out.>",
3153 &op->name));
3154 }
3155 else
3156 who->statusmsg (format ("You turn off the %s.", &op->name));
3157 }
3158
3159 apply_lamp (op, switch_on);
3160}
3161
3162void get_animation_from_arch (object *op, arch_ptr a)
3163{
3164 op->animation_id = a->animation_id;
3165 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
3166 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
3167 op->anim_speed = a->anim_speed;
3168 op->last_anim = 0;
3169 op->state = 0;
3170 op->face = a->face;
3171
3172 if (NUM_ANIMATIONS(op) > 1)
3173 {
3174 SET_ANIMATION(op, 0);
3175 animate_object (op, op->direction);
3176 }
3177 else
3178 update_object (op, UP_OBJ_FACE);
3179}
3180
3181/**
3182 * Apply for LAMPs and TORCHes.
3183 *
3184 * op - the lamp
3185 * switch_on - a flag which says whether the lamp should be switched on or off
3186 */
3187void apply_lamp (object *op, bool switch_on)
3188{
3189 op->set_glow_radius (switch_on ? op->range : 0);
3190 op->set_speed (switch_on ? op->arch->speed : 0);
3191
3192 // torches wear out if you put them out
3193 if (op->type == TORCH && !switch_on)
3194 {
3195 if (op->flag [FLAG_IS_LIGHTABLE])
3196 {
3197 op->stats.food -= (double) op->arch->stats.food / 15;
3198 if (op->stats.food < 0)
3199 op->stats.food = 0;
3200 }
3201 else
3202 op->stats.food = 0;
3203 }
3204
3205 // lamps and torched get worthless when used up
3206 if (op->stats.food <= 0)
3207 op->value = 0;
3208
3209 // FIXME: This is a hack to make the more sane torches and lamps
3210 // still animated ;-/
3211 if (op->other_arch)
3212 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
3213
3214 if (object *pl = op->visible_to ())
3215 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
3216}
3217
3218/**
3219 * This handles items of type 'transformer'.
3220 * Basically those items, used with a marked item, transform both items into something
3221 * else.
3222 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3223 * Change information is contained in the 'slaying' field of the marked item.
3224 * The format is as follow: transformer:[number ]yield[;transformer:...].
3225 * This way an item can be transformed in many things, and/or many objects.
3226 * The 'slaying' field for transformer is used as verb for the action.
3227 */
3228static void
3229apply_item_transformer (object *pl, object *transformer)
3230{
3231 object *new_item;
3232 const char *find;
3233 char *separator;
3234 int yield;
3235 char got[MAX_BUF];
3236 int len;
3237
3238 if (!pl || !transformer)
3239 return;
3240
3241 object *marked = pl->mark ();
3242
3243 if (!marked)
3244 {
3245 pl->failmsgf ("Use the %s with what item?", query_name (transformer));
3246 return;
3247 }
3248
3249 if (!marked->slaying)
3250 {
3251 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3252 return;
3253 }
3254
3255 /* check whether they are compatible or not */
3256 find = strstr (&marked->slaying, transformer->arch->archname);
3257 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3258 {
3259 pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3260 return;
3261 }
3262
3263 find += strlen (transformer->arch->archname) + 1;
3264 /* Item can be used, now find how many and what it yields */
3265 if (isdigit (*(find)))
3266 {
3267 yield = atoi (find);
3268 if (yield < 1)
3269 {
3270 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3271 yield = 1;
3272 }
3273 }
3274 else
3275 yield = 1;
3276
3277 while (isdigit (*find))
3278 find++;
3279
3280 while (*find == ' ')
3281 find++;
3282
3283 memset (got, 0, MAX_BUF);
3284
3285 if ((separator = (char *) strchr (find, ';')))
3286 len = separator - find;
3287 else
3288 len = strlen (find);
3289
3290 min_it (len, MAX_BUF - 1);
3291
3292 strcpy (got, find);
3293 got[len] = '\0';
3294
3295 /* Now create new item, remove used ones when required. */
3296 new_item = archetype::get (got);
3297 if (!new_item)
3298 {
3299 pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0));
3300 return;
3301 }
3302
3303 new_item->nrof = yield;
3304
3305 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3306
3307 pl->insert (new_item);
3308 /* Eat up one item */
3309 marked->decrease ();
3310
3311 /* Eat one transformer if needed */
3312 if (transformer->stats.food)
3313 if (--transformer->stats.food == 0)
3314 transformer->decrease ();
3315}
3316
3317/**
3318 * Main apply handler.
3319 *
3320 * Checks for unpaid items before applying.
3321 *
3322 * Return value is currently not used
3323 *
3324 * who is the object that is causing object to be applied, op is the object
3325 * being applied.
3326 *
3327 * aflag is special (always apply/unapply) flags. Nothing is done with
3328 * them in this function - they are passed to apply_special
3329 */
3330static bool
3331manual_apply (object *who, object *op, int aflag)
3332{
3333 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
3334 return RESULT_INT (0);
3335 else if (apply_types_inv_only [op->type])
3336 {
3337 // special item, using slot system, needs to be in inv
3338 if (op->env == who)
3600 return apply_special (who, op, aflags); 3339 return apply_special (who, op, aflag);
3340
3341 who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op));
3342 }
3343 else if (!who->contr && apply_types_player_only [op->type])
3344 return 0; // monsters shouldn't try to apply player-only stuff
3345 else if (apply_types [op->type])
3346 {
3347 // ordinary stuff, may be on the floor
3348 switch (op->type)
3349 {
3350 case T_HANDLE:
3351 who->play_sound (sound_find ("turn_handle"));
3352 who->statusmsg ("You turn the handle.");
3353 op->value = op->value ? 0 : 1;
3354 SET_ANIMATION (op, op->value);
3355 update_object (op, UP_OBJ_FACE);
3356 push_button (op, who);
3357 break;
3358
3359 case TRIGGER:
3360 if (check_trigger (op, who, who))
3361 {
3362 who->statusmsg ("You turn the handle.");
3363 who->play_sound (sound_find ("turn_handle"));
3364 }
3365 else
3366 who->failmsg ("The handle doesn't move.");
3367
3368 break;
3369
3370 case EXIT:
3371 if (!EXIT_PATH (op))
3372 who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op));
3373 else
3374 {
3375 /* Don't display messages for random maps. */
3376 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
3377 who->statusmsg (op->msg, NDI_NAVY);
3378
3379 who->enter_exit (op);
3380 }
3381
3382 break;
3383
3384 case INSCRIBABLE:
3385 who->statusmsg (op->msg);
3386 // maybe show a spell menu to chose from or something like that
3387 break;
3388
3389 case SIGN:
3390 apply_sign (who, op, 0);
3391 break;
3392
3393 case BOOK:
3394 apply_book (who, op);
3395 break;
3396
3397 case SKILLSCROLL:
3398 apply_skillscroll (who, op);
3399 break;
3400
3401 case SPELLBOOK:
3402 apply_spellbook (who, op);
3403 break;
3404
3405 case SCROLL:
3406 apply_scroll (who, op, 0);
3407 break;
3408
3409 case POTION:
3410 apply_potion (who, op);
3411 break;
3412
3413 /* Eneq(@csd.uu.se): Handle apply on containers. */
3414 //TODO: remove, as it is unsed?
3415 case CLOSE_CON:
3416 apply_container (who, op->env);
3417 break;
3418
3419 case CONTAINER:
3420 apply_container (who, op);
3421 break;
3422
3423 case TREASURE:
3424 apply_treasure (who, op);
3425 break;
3426
3427 case LAMP:
3428 case TORCH:
3429 player_apply_lamp (who, op);
3430 break;
3431
3432 case DRINK:
3433 case FOOD:
3434 case FLESH:
3435 apply_food (who, op);
3436 break;
3437
3438 case POISON:
3439 apply_poison (who, op);
3440 break;
3441
3442 case SAVEBED:
3443 break;
3444
3445 case ARMOUR_IMPROVER:
3446 apply_armour_improver (who, op);
3447 break;
3448
3449 case WEAPON_IMPROVER:
3450 check_improve_weapon (who, op);
3451 break;
3452
3453 case CLOCK:
3454 {
3455 timeofday_t tod;
3456
3457 get_tod (&tod);
3458 who->play_sound (sound_find ("sound_clock"));
3459 who->statusmsg (format (
3460 "It is %d minute%s past %d o'clock %s",
3461 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
3462 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
3463 ));
3464 }
3465 break;
3466
3467 case MENU:
3468 shop_listing (op, who);
3469 break;
3470
3471 case POWER_CRYSTAL:
3472 apply_power_crystal (who, op); /* see egoitem.c */
3473 break;
3474
3475 case LIGHTER: /* for lighting torches/lanterns/etc */
3476 apply_lighter (who, op);
3477 break;
3478
3479 case ITEM_TRANSFORMER:
3480 apply_item_transformer (who, op);
3481 break;
3482 }
3483
3484 return 1;
3485 }
3486 else
3487 {
3488 who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op)));
3489 return 0;
3490 }
3491}
3492
3493/**
3494 * player_apply_below attempts to apply the object 'below' the player.
3495 * If the player has an open container, we use that for below, otherwise
3496 * we use the ground.
3497 */
3498void
3499player_apply_below (object *pl)
3500{
3501 object *top = pl->container_ () ? pl->container_ ()->inv : pl->below;
3502
3503 /* If using a container, set the starting item to be the top
3504 * item in the container. Otherwise, use the map.
3505 */
3506
3507 // first try to apply "applyables"
3508 for (object *tmp = top; tmp; tmp = tmp->below)
3509 if (!tmp->invisible && apply_types [tmp->type])
3510 {
3511 // If it is visible, player can apply it.
3512 pl->apply (tmp);
3513 return;
3514 }
3515
3516 while (top && top->invisible)
3517 top = top->below;
3518
3519 if (!top || top->flag [FLAG_IS_FLOOR])
3520 pl->failmsg ("You inspect this space, but find no way to apply anything. "
3521 "H<There is nothing here that you can apply.>");
3522 else
3523 // next, try to explain the topmost object
3524 switch (top->type)
3525 {
3526 // TODO: all this should move to examine
3527 case ALTAR:
3528 case IDENTIFY_ALTAR:
3529 case TRIGGER_ALTAR:
3530 case CONVERTER:
3531 //case TRIGGER_PEDESTAL:
3532 pl->failmsgf (
3533 "You see no obvious mechanism on the %s."
3534 "H<You have to drop one or more specific items here.>",
3535 query_short_name (top)
3536 );
3537 break;
3538
3539 case BUTTON:
3540 case TRIGGER_BUTTON:
3541 pl->failmsgf (
3542 "The %s looks as if you could activate it with somehting heavy. "
3543 "H<You must put enough items here to activate it.>",
3544 query_short_name (top)
3545 );
3546 break;
3547
3548 default:
3549 examine (pl, top);
3550 break;
3551 }
3552}
3553
3554// saner interface, returns successful status
3555bool
3556object::apply (object *ob, int aflags)
3557{
3558 if (!ob) // simplifies a lot of callers
3559 return true;
3560
3561 ob = ob->head_ ();
3562
3563 if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED])
3564 {
3565 if (contr)
3566 {
3567 examine (this, ob);
3568 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
3569 return 1;
3570 }
3571 else
3572 return 0; /* monsters just skip unpaid items */
3573 }
3574
3575 if (contr)
3576 {
3577 if (!ob->env && (move_type & MOVE_FLYING))
3578 {
3579 /* player is flying and applying object not in inventory */
3580 if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING))
3581 {
3582 failmsg ("But you are floating high above the ground! "
3583 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
3584 "or waiting till the levitation effect wears off.>");
3585 return 0;
3586 }
3587 }
3588
3589 contr->last_used = ob;
3590 }
3591
3592 bool want_apply =
3593 aflags & AP_APPLY ? true
3594 : aflags & AP_UNAPPLY ? false
3595 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3596
3597 // cannot unapply cursed items
3598 if (!want_apply
3599 && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED])
3600 && ob->flag [FLAG_APPLIED]
3601 && !(aflags & AP_IGNORE_CURSE))
3602 {
3603 failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ());
3604 return 0;
3605 }
3606
3607 object_ptr *slot = 0;
3608
3609 // detect the slot, if this is a player
3610 if (contr && !(aflags & AP_NO_SLOT))
3611 {
3612 object *oslot;
3613
3614 switch (ob->type)
3615 {
3616 case WEAPON:
3617 slot = &contr->combat_ob;
3618 oslot = contr->ranged_ob;
3619 break;
3620
3621 case RANGED:
3622 case BOW:
3623 case SPELL:
3624 case WAND:
3625 case ROD:
3626 case HORN:
3627 case BUILDER:
3628 slot = &contr->ranged_ob;
3629 oslot = contr->combat_ob;
3630 break;
3631
3632 // oh, the humanity
3633 case SKILL:
3634 // skill is used on it's own, as opposed to being a chosen_skill
3635
3636 if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA))
3637 {
3638 failmsgf (
3639 "You feel as if you wanted to do something funny, but you can't remember what. "
3640 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3641 "It cannot be used on its own.>",
3642 &ob->skill
3643 );
3644 return 1;
3645 }
3646
3647 if (skill_flags [ob->subtype] & SF_AUTARK
3648 || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED)))
3649 {
3650 if (skill_flags [ob->subtype] & SF_USE)
3651 failmsgf (
3652 "You feel as if you wanted to do something funny, but you can't remember what. "
3653 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3654 &ob->skill, &ob->skill
3655 );
3656 else
3657 failmsgf (
3658 "You feel as if you wanted to do something funny, but you can't remember what. "
3659 "H<The %s skill cannot be readied or used, it is always active.>",
3660 &ob->skill
3661 );
3662
3663 return 1;
3664 }
3665
3666 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3667 break;
3668
3669 if (skill_flags [ob->subtype] & SF_COMBAT)
3670 {
3671 slot = &contr->combat_ob;
3672 oslot = contr->ranged_ob;
3673 }
3674 else if (skill_flags [ob->subtype] & SF_RANGED)
3675 {
3676 slot = &contr->ranged_ob;
3677 oslot = contr->combat_ob;
3678 }
3679
3680 break;
3681 }
3682
3683 // now handle slot exclusions
3684 if (slot)
3685 {
3686 // only one slot can be active
3687 if (want_apply)
3688 {
3689 // clear slot unless we are in it already
3690 if (*slot != ob)
3691 if (!apply (*slot, AP_UNAPPLY))
3692 return false;
3693
3694 // unapply other slot, because we want to become active
3695 if (!apply (oslot, AP_UNAPPLY))
3696 return false;
3697 }
3698
3699 // clear item from slot if applied
3700 if (!want_apply && current_weapon == ob)
3701 current_weapon = 0;
3702 }
3703 }
3704
3705 if (ob->flag [FLAG_APPLIED] != want_apply)
3706 manual_apply (this, ob, aflags);
3707
3708 if (ob->flag [FLAG_APPLIED] != want_apply)
3709 return false;
3710
3711 if (slot && want_apply)
3712 current_weapon = *slot = ob;
3713
3714 return true;
3601} 3715}
3602 3716
3603/** 3717/**
3604 * Map was just loaded, handle op's initialisation. 3718 * Map was just loaded, handle op's initialisation.
3605 * 3719 *
3606 * Generates shop floor's item, and treasures. 3720 * Generates shop floor's item, and treasures.
3607 */ 3721 */
3608int 3722int
3609auto_apply (object *op) 3723auto_apply (object *op)
3610{ 3724{
3611 object *tmp = NULL, *tmp2; 3725 object *tmp = NULL;
3612 int i; 3726 int i;
3727
3728 op->clr_flag (FLAG_AUTO_APPLY);
3613 3729
3614 switch (op->type) 3730 switch (op->type)
3615 { 3731 {
3616 case SHOP_FLOOR: 3732 case SHOP_FLOOR:
3617 if (!op->has_random_items ()) 3733 if (!op->has_random_items ())
3619 3735
3620 do 3736 do
3621 { 3737 {
3622 i = 10; /* let's give it 10 tries */ 3738 i = 10; /* let's give it 10 tries */
3623 while ((tmp = generate_treasure (op->randomitems, 3739 while ((tmp = generate_treasure (op->randomitems,
3624 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3740 op->stats.exp
3741 ? (int) op->stats.exp
3742 : max (op->map->difficulty, 5)))
3743 == NULL && --i);
3744
3625 if (tmp == NULL) 3745 if (tmp == NULL)
3626 return 0; 3746 return 0;
3627 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3747
3748 if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
3628 { 3749 {
3629 tmp->destroy (); 3750 tmp->destroy ();
3630 tmp = NULL; 3751 tmp = NULL;
3631 } 3752 }
3632 } 3753 }
3633 while (!tmp); 3754 while (!tmp);
3634 3755
3635 tmp->x = op->x; 3756 tmp->x = op->x;
3636 tmp->y = op->y; 3757 tmp->y = op->y;
3637 SET_FLAG (tmp, FLAG_UNPAID); 3758 tmp->set_flag (FLAG_UNPAID);
3638 insert_ob_in_map (tmp, op->map, NULL, 0); 3759 insert_ob_in_map (tmp, op->map, NULL, 0);
3639 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3640 identify (tmp); 3760 identify (tmp);
3641 break; 3761 break;
3642 3762
3643 case TREASURE: 3763 case TREASURE:
3644 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3764 if (op->flag [FLAG_IS_A_TEMPLATE])
3645 return 0; 3765 return 0;
3646 3766
3647 while ((op->stats.hp--) > 0) 3767 while (op->stats.hp-- > 0)
3648 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3768 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3649 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3769 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3650 3770
3651 /* If we generated an object and put it in this object inventory, 3771 /* If we generated an object and put it in this object inventory,
3652 * move it to the parent object as the current object is about 3772 * move it to the parent object as the current object is about
3653 * to disappear. An example of this item is the random_* stuff 3773 * to disappear. An example of this item is the random_* stuff
3654 * that is put inside other objects. 3774 * that is put inside other objects.
3655 */ 3775 */
3656 for (tmp = op->inv; tmp; tmp = tmp2)
3657 {
3658 tmp2 = tmp->below;
3659 tmp->remove ();
3660
3661 if (op->env) 3776 if (op->env)
3662 insert_ob_in_ob (tmp, op->env); 3777 while (op->inv)
3663 else 3778 op->env->insert (op->inv);
3664 tmp->destroy ();
3665 }
3666 3779
3667 op->destroy (); 3780 op->destroy ();
3668 break; 3781 break;
3669 } 3782 }
3670 return tmp ? 1 : 0;
3671}
3672 3783
3784 return !!tmp;
3785}
3786
3673/** 3787/**
3674 * fix_auto_apply goes through the entire map (only the first time 3788 * fix_auto_apply goes through the entire map every time a map
3675 * when an original map is loaded) and performs special actions for 3789 * is loaded or swapped in and performs special actions for
3676 * certain objects (most initialization of chests and creation of 3790 * certain objects (most initialization of chests and creation of
3677 * treasures and stuff). Calls auto_apply if appropriate. 3791 * treasures and stuff). Calls auto_apply if appropriate.
3678 */ 3792 */
3679void 3793void
3680maptile::fix_auto_apply () 3794maptile::fix_auto_apply ()
3689 3803
3690 if (tmp->inv) 3804 if (tmp->inv)
3691 { 3805 {
3692 object *invtmp, *invnext; 3806 object *invtmp, *invnext;
3693 3807
3694 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3808 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3695 { 3809 {
3696 invnext = invtmp->below; 3810 invnext = invtmp->below;
3697 3811
3698 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3812 if (invtmp->flag [FLAG_AUTO_APPLY])
3699 auto_apply (invtmp); 3813 auto_apply (invtmp);
3700 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3814 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3701 { 3815 {
3702 while ((invtmp->stats.hp--) > 0) 3816 while (invtmp->stats.hp-- > 0)
3703 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3817 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3704 3818
3705 invtmp->randomitems = NULL; 3819 invtmp->randomitems = NULL;
3706 } 3820 }
3707 else if (invtmp && invtmp->arch 3821 else if (invtmp->arch
3708 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3822 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS
3823 && invtmp->has_random_items ())
3709 { 3824 {
3710 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3825 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3711 /* Need to clear this so that we never try to create 3826 /* Need to clear this so that we never try to create
3712 * treasure again for this object 3827 * treasure again for this object
3713 */ 3828 */
3714 invtmp->randomitems = NULL; 3829 invtmp->randomitems = NULL;
3715 } 3830 }
3716 } 3831 }
3832
3717 /* This is really temporary - the code at the bottom will 3833 /* This is really temporary - the code at the bottom will
3718 * also set randomitems to null. The problem is there are bunches 3834 * also set randomitems to null. The problem is there are bunches
3719 * of maps/players already out there with items that have spells 3835 * of maps/players already out there with items that have spells
3720 * which haven't had the randomitems set to null yet. 3836 * which haven't had the randomitems set to null yet.
3721 * MSW 2004-05-13 3837 * MSW 2004-05-13
3725 * Ryo 2004-08-16 3841 * Ryo 2004-08-16
3726 */ 3842 */
3727 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3843 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3728 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3844 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3729 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3730
3731 } 3846 }
3732 3847
3733 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3848 if (tmp->flag [FLAG_AUTO_APPLY])
3734 auto_apply (tmp); 3849 auto_apply (tmp);
3735 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3850 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3736 { 3851 {
3737 while ((tmp->stats.hp--) > 0) 3852 while ((tmp->stats.hp--) > 0)
3738 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); 3853 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3740 } 3855 }
3741 else if (tmp->type == TIMED_GATE) 3856 else if (tmp->type == TIMED_GATE)
3742 { 3857 {
3743 object *head = tmp->head != NULL ? tmp->head : tmp; 3858 object *head = tmp->head != NULL ? tmp->head : tmp;
3744 3859
3745 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3860 if (head->flag [FLAG_IS_LINKED])
3746 tmp->set_speed (0); 3861 tmp->set_speed (0);
3747 } 3862 }
3748 /* This function can be called everytime a map is loaded, even when 3863 /* This function can be called everytime a map is loaded, even when
3749 * swapping back in. As such, we don't want to create the treasure 3864 * swapping back in. As such, we don't want to create the treasure
3750 * over and ove again, so after we generate the treasure, blank out 3865 * over and ove again, so after we generate the treasure, blank out
3758 { 3873 {
3759 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3874 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3760 tmp->randomitems = NULL; 3875 tmp->randomitems = NULL;
3761 } 3876 }
3762 3877
3878 // close all containers
3879 else if (tmp->type == CONTAINER)
3880 tmp->flag [FLAG_APPLIED] = 0;
3881
3763 tmp = above; 3882 tmp = above;
3764 } 3883 }
3765 3884
3766 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3885 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3886 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3768 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3887 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3769 check_trigger (tmp, tmp->above); 3888 check_trigger (tmp, tmp->above, tmp->above);
3770} 3889}
3771 3890
3772/** 3891/**
3773 * Handles player eating food that temporarily changes status (resistances, stats). 3892 * Handles player eating food that temporarily changes status (resistances, stats).
3774 * This used to call cast_change_attr(), but 3893 * This used to call cast_change_attr(), but
3775 * that doesn't work with the new spell code. Since we know what 3894 * that doesn't work with the new spell code. Since we know what
3776 * the food changes, just grab a force and use that instead. 3895 * the food changes, just grab a force and use that instead.
3777 */ 3896 */
3778
3779void 3897void
3780eat_special_food (object *who, object *food) 3898eat_special_food (object *who, object *food)
3781{ 3899{
3782 object *force; 3900 object *force;
3783 int i, did_one = 0; 3901 int i, did_one = 0;
3784 sint8 k;
3785 3902
3786 force = get_archetype (FORCE_NAME); 3903 char buf[64];
3904 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3905 shstr key (buf);
3787 3906
3788 for (i = 0; i < NUM_STATS; i++)
3789 {
3790 k = get_attr_value (&food->stats, i);
3791 if (k)
3792 {
3793 set_attr_value (&force->stats, i, k);
3794 did_one = 1;
3795 }
3796 }
3797
3798 /* check if we can protect the eater */
3799 for (i = 0; i < NROFATTACKS; i++)
3800 {
3801 if (food->resist[i] > 0)
3802 {
3803 force->resist[i] = food->resist[i] / 2;
3804 did_one = 1;
3805 }
3806 }
3807
3808 if (did_one)
3809 {
3810 force->set_speed (0.1);
3811 /* bigger morsel of food = longer effect time */ 3907 /* bigger morsel of food = longer effect time */
3812 force->duration = food->stats.food / 5; 3908 int duration = TIME2TICK (food->stats.food);
3813 SET_FLAG (force, FLAG_APPLIED); 3909
3814 change_abil (who, force); 3910 if (force = who->force_find (key))
3815 insert_ob_in_ob (force, who); 3911 {
3912 if (duration > fabs (force->speed_left / force->speed))
3913 {
3914 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3915 force->force_set_timer (duration);
3916 }
3917 else
3918 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3919
3920 return;
3816 } 3921 }
3817 else 3922 else
3923 {
3924 force = who->force_add (key, duration);
3925 force->name = key;
3926
3927 /* check if the food affects a stat */
3928 for (i = 0; i < NUM_STATS; i++)
3929 if (sint8 k = food->stats.stat (i))
3930 {
3931 force->stats.stat (i) = k;
3932 did_one = 1;
3933 }
3934
3935 /* check if we can protect the eater */
3936 for (i = 0; i < NROFATTACKS; i++)
3937 {
3938 if (food->resist[i] > 0)
3939 {
3940 force->resist[i] = food->resist[i];
3941 did_one = 1;
3942 }
3943 }
3944
3945 if (did_one)
3946 {
3947 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3948
3949 /* make the force take effect and report effects to user */
3950 change_abil (who, force);
3951 }
3952 else
3818 force->destroy (); 3953 force->destroy ();
3954 }
3819 3955
3820 /* check for hp, sp change */ 3956 /* check for hp, sp change */
3821 if (food->stats.hp != 0) 3957 if (food->stats.hp != 0)
3822 { 3958 {
3823 if (QUERY_FLAG (food, FLAG_CURSED)) 3959 if (food->flag [FLAG_CURSED])
3824 { 3960 {
3825 assign (who->contr->killer, food->name); 3961 who->contr->killer = food;
3826 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3962 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3827 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3963 who->failmsg ("Eck!...that was poisonous!");
3828 } 3964 }
3829 else 3965 else
3830 { 3966 {
3831 if (food->stats.hp > 0) 3967 if (food->stats.hp > 0)
3832 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3968 who->statusmsg ("You begin to feel better.");
3833 else 3969 else
3834 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3970 who->failmsg ("Eck!...that was poisonous!");
3971
3835 who->stats.hp += food->stats.hp; 3972 who->stats.hp += food->stats.hp;
3836 } 3973 }
3837 } 3974 }
3975
3838 if (food->stats.sp != 0) 3976 if (food->stats.sp != 0)
3839 { 3977 {
3840 if (QUERY_FLAG (food, FLAG_CURSED)) 3978 if (food->flag [FLAG_CURSED])
3841 { 3979 {
3842 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3980 who->failmsg ("You are drained of mana!");
3843 who->stats.sp -= food->stats.sp; 3981 who->stats.sp -= food->stats.sp;
3844 if (who->stats.sp < 0) 3982 if (who->stats.sp < 0)
3845 who->stats.sp = 0; 3983 who->stats.sp = 0;
3846 } 3984 }
3847 else 3985 else
3848 { 3986 {
3849 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3987 who->statusmsg ("You feel a rush of magical energy!");
3850 who->stats.sp += food->stats.sp; 3988 who->stats.sp += food->stats.sp;
3851 /* place limit on max sp from food? */ 3989 /* place limit on max sp from food? */
3852 } 3990 }
3853 } 3991 }
3992
3854 who->update_stats (); 3993 who->update_stats ();
3855}
3856
3857/**
3858 * Designed primarily to light torches/lanterns/etc.
3859 * Also burns up burnable material too. First object in the inventory is
3860 * the selected object to "burn". -b.t.
3861 */
3862void
3863apply_lighter (object *who, object *lighter)
3864{
3865 object *item;
3866 int is_player_env = 0;
3867
3868 item = find_marked_object (who);
3869 if (item)
3870 {
3871 if (lighter->last_eat && lighter->stats.food)
3872 { /* lighter gets used up */
3873 /* Split multiple lighters if they're being used up. Otherwise *
3874 * one charge from each would be used up. --DAMN */
3875 if (lighter->nrof > 1)
3876 {
3877 object *oneLighter = lighter->clone ();
3878
3879 lighter->nrof -= 1;
3880 oneLighter->nrof = 1;
3881 oneLighter->stats.food--;
3882 esrv_send_item (who, lighter);
3883 oneLighter = insert_ob_in_ob (oneLighter, who);
3884 esrv_send_item (who, oneLighter);
3885 }
3886 else
3887 lighter->stats.food--;
3888 }
3889 else if (lighter->last_eat)
3890 { /* no charges left in lighter */
3891 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3892 return;
3893 }
3894
3895 /* Perhaps we should split what we are trying to light on fire?
3896 * I can't see many times when you would want to light multiple
3897 * objects at once.
3898 */
3899
3900 if (who == item->in_player ())
3901 is_player_env = 1;
3902
3903 save_throw_object (item, AT_FIRE, who);
3904
3905 if (item->destroyed ())
3906 {
3907 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3908 /* Need to update the player so that the players glow radius
3909 * gets changed.
3910 */
3911 if (is_player_env)
3912 who->update_stats ();
3913 }
3914 else
3915 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3916 }
3917 else /* nothing to light */
3918 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3919
3920}
3921
3922/**
3923 * op made some mistake with a scroll, this takes care of punishment.
3924 * scroll_failure()- hacked directly from spell_failure
3925 */
3926void
3927scroll_failure (object *op, int failure, int power)
3928{
3929 if (abs (failure / 4) > power)
3930 power = abs (failure / 4); /* set minimum effect */
3931
3932 if (failure <= -1 && failure > -15)
3933 { /* wonder */
3934 object *tmp;
3935
3936 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3937 tmp = get_archetype (SPELL_WONDER);
3938 cast_wonder (op, op, 0, tmp);
3939 tmp->destroy ();
3940 }
3941 else if (failure <= -15 && failure > -35)
3942 { /* drain mana */
3943 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3944 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3945 if (op->stats.sp < 0)
3946 op->stats.sp = 0;
3947 }
3948 else if (settings.spell_failure_effects == TRUE)
3949 {
3950 if (failure <= -35 && failure > -60)
3951 { /* confusion */
3952 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3953 confuse_player (op, op, power);
3954 }
3955 else if (failure <= -60 && failure > -70)
3956 { /* paralysis */
3957 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3958 paralyze_player (op, op, power);
3959 }
3960 else if (failure <= -70 && failure > -80)
3961 { /* blind */
3962 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3963 blind_player (op, op, power);
3964 }
3965 else if (failure <= -80)
3966 { /* blast the immediate area */
3967 object *tmp;
3968
3969 tmp = get_archetype (LOOSE_MANA);
3970 cast_magic_storm (op, tmp, power);
3971 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3972 tmp->destroy ();
3973 }
3974 }
3975} 3994}
3976 3995
3977void 3996void
3978apply_changes_to_player (object *pl, object *change) 3997apply_changes_to_player (object *pl, object *change)
3979{ 3998{
3996 */ 4015 */
3997 int i, j; 4016 int i, j;
3998 4017
3999 for (i = 0; i < NUM_STATS; i++) 4018 for (i = 0; i < NUM_STATS; i++)
4000 { 4019 {
4001 sint8 stat = get_attr_value (stats, i); 4020 int race_bonus = pl->arch->stats.stat (i);
4002 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4021 sint8 stat = stats->stat (i) + ns->stat (i);
4003 4022
4004 stat += get_attr_value (ns, i);
4005 if (stat > 20 + race_bonus) 4023 if (stat > 20 + race_bonus)
4006 { 4024 {
4007 excess_stat++; 4025 excess_stat++;
4008 stat = 20 + race_bonus; 4026 stat = 20 + race_bonus;
4009 } 4027 }
4010 set_attr_value (stats, i, stat); 4028
4029 stats->stat (i) = stat;
4011 } 4030 }
4012 4031
4013 for (j = 0; excess_stat > 0 && j < 100; j++) 4032 for (j = 0; excess_stat > 0 && j < 100; j++)
4014 { /* try 100 times to assign excess stats */ 4033 { /* try 100 times to assign excess stats */
4015 int i = rndm (0, 6); 4034 int i = rndm (0, 6);
4016 int stat = get_attr_value (stats, i);
4017 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4018 4035
4019 if (i == CHA) 4036 if (i == CHA)
4020 continue; /* exclude cha from this */ 4037 continue; /* exclude cha from this */
4038
4039 int stat = stats->stat (i);
4040 int race_bonus = pl->arch->stats.stat (i);
4021 if (stat < 20 + race_bonus) 4041 if (stat < 20 + race_bonus)
4022 { 4042 {
4023 change_attr_value (stats, i, 1); 4043 change_attr_value (stats, i, 1);
4024 excess_stat--; 4044 excess_stat--;
4025 } 4045 }
4026 } 4046 }
4027 4047
4028 /* insert the randomitems from the change's treasurelist into 4048 /* insert the randomitems from the change's treasurelist into
4029 * the player ref: player.c 4049 * the player ref: player.c
4030 */ 4050 */
4031 if (change->randomitems != NULL) 4051 if (change->randomitems)
4032 give_initial_items (pl, change->randomitems); 4052 give_initial_items (pl, change->randomitems);
4033
4034 4053
4035 /* set up the face, for some races. */ 4054 /* set up the face, for some races. */
4036 4055
4037 /* first, look for the force object banning 4056 /* first, look for the force object banning
4038 * changing the face. Certain races never change face with class. 4057 * changing the face. Certain races never change face with class.
4039 */ 4058 */
4040 for (walk = pl->inv; walk != NULL; walk = walk->below) 4059 for (walk = pl->inv; walk; walk = walk->below)
4041 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4060 if (walk->name == shstr_NOCLASSFACECHANGE)
4042 flag_change_face = 0; 4061 flag_change_face = 0;
4043 4062
4044 if (flag_change_face) 4063 if (flag_change_face)
4045 { 4064 {
4046 pl->animation_id = GET_ANIM_ID (change);
4047 pl->face = change->face; 4065 pl->face = change->face;
4048 4066 pl->animation_id = change->animation_id;
4049 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4067 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4050 SET_FLAG (pl, FLAG_ANIMATE);
4051 else
4052 CLEAR_FLAG (pl, FLAG_ANIMATE);
4053 } 4068 }
4054 4069
4055 /* check the special case of can't use weapons */ 4070 /* check the special case of can't use weapons */
4056 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4071 /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */
4057 if (!strcmp (change->name, "monk")) 4072 if (change->name == shstr_monk)
4058 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4073 pl->clr_flag (FLAG_USE_WEAPON);
4059 4074
4060 break; 4075 break;
4061 } 4076 }
4062 } 4077 }
4063} 4078}
4064 4079
4065/**
4066 * This handles items of type 'transformer'.
4067 * Basically those items, used with a marked item, transform both items into something
4068 * else.
4069 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4070 * Change information is contained in the 'slaying' field of the marked item.
4071 * The format is as follow: transformer:[number ]yield[;transformer:...].
4072 * This way an item can be transformed in many things, and/or many objects.
4073 * The 'slaying' field for transformer is used as verb for the action.
4074 */
4075void
4076apply_item_transformer (object *pl, object *transformer)
4077{
4078 object *marked;
4079 object *new_item;
4080 char *find;
4081 char *separator;
4082 int yield;
4083 char got[MAX_BUF];
4084 int len;
4085
4086 if (!pl || !transformer)
4087 return;
4088 marked = find_marked_object (pl);
4089 if (!marked)
4090 {
4091 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4092 return;
4093 }
4094 if (!marked->slaying)
4095 {
4096 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4097 return;
4098 }
4099 /* check whether they are compatible or not */
4100 find = strstr (marked->slaying, transformer->arch->name);
4101 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4102 {
4103 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4104 return;
4105 }
4106 find += strlen (transformer->arch->name) + 1;
4107 /* Item can be used, now find how many and what it yields */
4108 if (isdigit (*(find)))
4109 {
4110 yield = atoi (find);
4111 if (yield < 1)
4112 {
4113 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4114 yield = 1;
4115 }
4116 }
4117 else
4118 yield = 1;
4119
4120 while (isdigit (*find))
4121 find++;
4122 while (*find == ' ')
4123 find++;
4124 memset (got, 0, MAX_BUF);
4125 if ((separator = strchr (find, ';')) != NULL)
4126 {
4127 len = separator - find;
4128 }
4129 else
4130 {
4131 len = strlen (find);
4132 }
4133 if (len > MAX_BUF - 1)
4134 len = MAX_BUF - 1;
4135 strcpy (got, find);
4136 got[len] = '\0';
4137
4138 /* Now create new item, remove used ones when required. */
4139 new_item = get_archetype (got);
4140 if (!new_item)
4141 {
4142 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4143 return;
4144 }
4145
4146 new_item->nrof = yield;
4147 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4148 insert_ob_in_ob (new_item, pl);
4149 esrv_send_inventory (pl, pl);
4150 /* Eat up one item */
4151 decrease_ob_nr (marked, 1);
4152 /* Eat one transformer if needed */
4153 if (transformer->stats.food)
4154 if (--transformer->stats.food == 0)
4155 decrease_ob_nr (transformer, 1);
4156}

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